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1 Commits

Author SHA1 Message Date
abv
3870430b9c Test for 0023979: Performance problem of STEP export for large files 2019-09-04 18:28:49 +03:00
4291 changed files with 156667 additions and 104319 deletions

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@@ -708,18 +708,6 @@ else()
OCCT_CHECK_AND_UNSET ("3RDPARTY_FLEX_EXECUTABLE")
endif()
# qt for inspector and samples
if (BUILD_Inspector OR BUILD_SAMPLES_QT)
# check qt 3rdparty path
add_definitions (-DHAVE_QT)
OCCT_INCLUDE_CMAKE_FILE ("adm/cmake/qt")
message (STATUS "Info: Qt is used by OCCT")
else()
OCCT_CHECK_AND_UNSET_GROUP ("3RDPARTY_QT")
OCCT_CHECK_AND_UNSET_GROUP ("3RDPARTY_TQTMALLOC")
OCCT_CHECK_AND_UNSET ("INSTALL_QT")
endif()
# check all 3rdparty include paths
string (REGEX REPLACE ";" " " 3RDPARTY_NOT_INCLUDED "${3RDPARTY_NOT_INCLUDED}")
if (3RDPARTY_NOT_INCLUDED)
@@ -807,6 +795,17 @@ else()
set (SCRIPT_EXT sh)
endif()
if (BUILD_Inspector OR BUILD_SAMPLES_QT)
# check qt 3rdparty path
add_definitions (-DHAVE_QT)
OCCT_INCLUDE_CMAKE_FILE ("adm/cmake/qt")
message (STATUS "Info: Qt is used by OCCT")
else()
OCCT_CHECK_AND_UNSET_GROUP ("3RDPARTY_QT")
OCCT_CHECK_AND_UNSET_GROUP ("3RDPARTY_TQTMALLOC")
OCCT_CHECK_AND_UNSET ("INSTALL_QT")
endif()
# OCCT tools
# include the patched or original list of tools
# list <TOOLNAME>_TOOLKITS is created foreach tool and contains its toolkits

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@@ -3,7 +3,6 @@ StdResource
SHMessage
Textures
Shaders
XRResources
XSMessage
XSTEPResource
XmlOcafResource

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@@ -108,7 +108,6 @@ n BRepMesh
n BRepMeshData
n BRepOffset
n BRepOffsetAPI
n BRepPreviewAPI
n BRepPrim
n BRepPrimAPI
n BRepProj
@@ -202,7 +201,6 @@ n InterfaceGraphic
n AIS
n Aspect
n DsgPrs
n PrsDim
n Graphic3d
n Image
n Media
@@ -216,13 +214,13 @@ n SelectBasics
n SelectMgr
n StdPrs
n StdSelect
n TColQuantity
n V3d
n WNT
n Xw
n Cocoa
r Textures
r Shaders
r XRResources
t TKMeshVS
t TKOpenGl
t TKD3DHost
@@ -445,23 +443,3 @@ t TKRWMesh
n RWGltf
n RWMesh
n RWObj
n DFBrowser
n DFBrowserPane
n DFBrowserPaneXDE
n ShapeView
n TInspector
n TInspectorAPI
x TInspectorEXE
t TKDFBrowser
t TKShapeView
t TKTInspector
t TKTInspectorAPI
t TKToolsDraw
t TKTreeModel
t TKView
t TKVInspector
n ToolsDraw
n TreeModel
n View
n ViewControl
n VInspector

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@@ -108,7 +108,6 @@ else()
elseif (ANDROID)
set (CSF_ThreadLibs "c")
set (CSF_OpenGlLibs "EGL GLESv2")
set (CSF_androidlog "log")
elseif (UNIX)
set (CSF_ThreadLibs "pthread rt stdc++")
if (USE_GLES2)

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@@ -111,31 +111,34 @@ elseif (CMAKE_COMPILER_IS_GNUCC OR CMAKE_COMPILER_IS_GNUCXX OR "${CMAKE_CXX_COMP
endif()
endif()
if ("x${CMAKE_CXX_COMPILER_ID}" STREQUAL "xClang")
if (APPLE)
# CLang can be used with both libstdc++ and libc++, however on OS X libstdc++ is outdated.
set (CMAKE_CXX_FLAGS "-std=c++0x -stdlib=libc++ ${CMAKE_CXX_FLAGS}")
elseif(NOT WIN32)
# CLang for Windows (at least CLang 8.0 distributed with VS 2019)
# does not support option "-std=c++0x"
set (CMAKE_CXX_FLAGS "-std=c++0x ${CMAKE_CXX_FLAGS}")
if(MINGW)
# Set default release optimization option to O2 instead of O3, since in
# some OCCT related examples, this gives significantly smaller binaries
# at comparable performace with MinGW-w64.
string (REGEX MATCH "-O3" IS_O3_CXX "${CMAKE_CXX_FLAGS_RELEASE}")
if (IS_O3_CXX)
string (REGEX REPLACE "-O3" "-O2" CMAKE_CXX_FLAGS_RELEASE "${CMAKE_CXX_FLAGS_RELEASE}")
else()
set (CMAKE_CXX_FLAGS_RELEASE "${CMAKE_CXX_FLAGS_RELEASE} -O2")
endif()
# Optimize size of binaries
set (CMAKE_SHARED_LINKER_FLAGS "-Wl,-s ${CMAKE_SHARED_LINKER_FLAGS}")
elseif(MINGW)
set (CMAKE_CXX_FLAGS "-std=gnu++0x ${CMAKE_CXX_FLAGS}")
add_definitions(-D_WIN32_WINNT=0x0501)
# workaround bugs in mingw with vtable export
set (CMAKE_SHARED_LINKER_FLAGS "-Wl,--export-all-symbols")
# Require C++11
set (CMAKE_CXX_FLAGS "-std=gnu++0x ${CMAKE_CXX_FLAGS}")
# Optimize size of binaries
set (CMAKE_CXX_FLAGS_RELEASE "${CMAKE_CXX_FLAGS_RELEASE} -s")
set (CMAKE_C_FLAGS_RELEASE "${CMAKE_C_FLAGS_RELEASE} -s")
elseif ("x${CMAKE_CXX_COMPILER_ID}" STREQUAL "xClang")
if (APPLE)
# CLang can be used with both libstdc++ and libc++, however on OS X libstdc++ is outdated.
set (CMAKE_CXX_FLAGS "-std=c++0x -stdlib=libc++ ${CMAKE_CXX_FLAGS}")
else()
set (CMAKE_CXX_FLAGS "-std=c++0x ${CMAKE_CXX_FLAGS}")
endif()
elseif (DEFINED CMAKE_COMPILER_IS_GNUCXX)
# Require C++11
set (CMAKE_CXX_FLAGS "-std=c++0x ${CMAKE_CXX_FLAGS}")
# Optimize size of binaries
endif()
# Optimize size of binaries
if (CMAKE_COMPILER_IS_GNUCC OR CMAKE_COMPILER_IS_GNUCXX OR MINGW)
set (CMAKE_CXX_FLAGS_RELEASE "${CMAKE_CXX_FLAGS_RELEASE} -s")
set (CMAKE_C_FLAGS_RELEASE "${CMAKE_C_FLAGS_RELEASE} -s")
endif()

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@@ -12,12 +12,18 @@ macro (OCCT_CHECK_AND_UNSET VARNAME)
endif()
endmacro()
macro (OCCT_CHECK_AND_UNSET_GROUP GROUPNAME)
get_cmake_property(VARS VARIABLES)
string (REGEX MATCHALL "(^|;)${GROUPNAME}[A-Za-z0-9_]*" GROUPNAME_VARS "${VARS}")
foreach(GROUPNAME_VAR ${GROUPNAME_VARS})
OCCT_CHECK_AND_UNSET(${GROUPNAME_VAR})
endforeach()
macro (OCCT_CHECK_AND_UNSET_GROUP VARNAME)
OCCT_CHECK_AND_UNSET ("${VARNAME}_DIR")
OCCT_CHECK_AND_UNSET ("${VARNAME}_INCLUDE_DIR")
OCCT_CHECK_AND_UNSET ("${VARNAME}_LIBRARY")
OCCT_CHECK_AND_UNSET ("${VARNAME}_LIBRARY_DIR")
if (WIN32)
OCCT_CHECK_AND_UNSET ("${VARNAME}_DLL")
OCCT_CHECK_AND_UNSET ("${VARNAME}_DLL_DIR")
endif()
endmacro()
macro (OCCT_CHECK_AND_UNSET_INSTALL_DIR_SUBDIRS)
@@ -268,7 +274,7 @@ macro (COLLECT_AND_INSTALL_OCCT_HEADER_FILES ROOT_TARGET_OCCT_DIR OCCT_BUILD_TOO
list (LENGTH OCCT_ALL_FILE_NAMES ALL_FILES_NB)
math (EXPR ALL_FILES_NB "${ALL_FILES_NB} - 1" )
# emit warnings if there are unprocessed headers
# emit warnings if there is unprocessed headers
file (GLOB OCCT_ALL_FILES_IN_DIR "${OCCT_COLLECT_SOURCE_DIR}/${OCCT_PACKAGE}/*.*")
file (GLOB OCCT_ALL_FILES_IN_PATCH_DIR "${BUILD_PATCH}/src/${OCCT_PACKAGE}/*.*")
@@ -301,8 +307,8 @@ macro (COLLECT_AND_INSTALL_OCCT_HEADER_FILES ROOT_TARGET_OCCT_DIR OCCT_BUILD_TOO
list (APPEND OCCT_HEADER_FILES_COMPLETE ${OCCT_FILE_IN_DIR})
# collect header files with name that does not contain its package one
string (REGEX MATCH "^${OCCT_PACKAGE}[_.]" IS_HEADER_MATHCING_PACKAGE "${OCCT_FILE_NAME}")
if (NOT IS_HEADER_MATHCING_PACKAGE)
string (FIND "${OCCT_FILE_NAME}" "${OCCT_PACKAGE}_" FOUND_INDEX)
if (NOT ${FOUND_INDEX} EQUAL 0)
list (APPEND OCCT_HEADER_FILE_WITH_PROPER_NAMES "${OCCT_FILE_NAME}")
endif()
endif()
@@ -349,12 +355,12 @@ macro (COLLECT_AND_INSTALL_OCCT_HEADER_FILES ROOT_TARGET_OCCT_DIR OCCT_BUILD_TOO
list (FIND OCCT_USED_PACKAGES ${PACKAGE_NAME} IS_HEADER_FOUND)
if (NOT ${IS_HEADER_FOUND} EQUAL -1)
if (NOT EXISTS "${OCCT_COLLECT_SOURCE_DIR}/${PACKAGE_NAME}/${HEADER_FILE_NAME}")
message (STATUS "Warning. ${OCCT_HEADER_FILE_OLD} is not present in the sources and will be removed from ${ROOT_TARGET_OCCT_DIR}/inc")
message (STATUS "Warning. ${OCCT_HEADER_FILE_OLD} is not presented in the sources and will be removed from ${ROOT_TARGET_OCCT_DIR}/inc")
file (REMOVE "${OCCT_HEADER_FILE_OLD}")
else()
list (FIND OCCT_HEADER_FILE_NAMES_NOT_IN_FILES ${PACKAGE_NAME} IS_HEADER_FOUND)
if (NOT ${IS_HEADER_FOUND} EQUAL -1)
message (STATUS "Warning. ${OCCT_HEADER_FILE_OLD} is present in the sources but not involved in FILES and will be removed from ${ROOT_TARGET_OCCT_DIR}/inc")
message (STATUS "Warning. ${OCCT_HEADER_FILE_OLD} is presented in the sources but not involved in FILES and will be removed from ${ROOT_TARGET_OCCT_DIR}/inc")
file (REMOVE "${OCCT_HEADER_FILE_OLD}")
endif()
endif()

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@@ -57,110 +57,117 @@ foreach (OCCT_PACKAGE ${USED_PACKAGES})
set (OCCT_PACKAGE_NAME "${OCCT_PACKAGE}")
endif()
if (WIN32)
list (APPEND PRECOMPILED_DEFS "-D__${OCCT_PACKAGE_NAME}_DLL")
endif()
set (SOURCE_FILES)
set (HEADER_FILES)
# Generate Flex and Bison files
if (${BUILD_YACCLEX})
# flex files
OCCT_ORIGIN_AND_PATCHED_FILES ("${RELATIVE_SOURCES_DIR}/${OCCT_PACKAGE}" "*[.]lex" SOURCE_FILES_FLEX)
list (LENGTH SOURCE_FILES_FLEX SOURCE_FILES_FLEX_LEN)
# bison files
OCCT_ORIGIN_AND_PATCHED_FILES ("${RELATIVE_SOURCES_DIR}/${OCCT_PACKAGE}" "*[.]yacc" SOURCE_FILES_BISON)
list (LENGTH SOURCE_FILES_BISON SOURCE_FILES_BISON_LEN)
if (${SOURCE_FILES_FLEX_LEN} EQUAL ${SOURCE_FILES_BISON_LEN} AND NOT ${SOURCE_FILES_FLEX_LEN} EQUAL 0)
list (SORT SOURCE_FILES_FLEX)
list (SORT SOURCE_FILES_BISON)
math (EXPR SOURCE_FILES_FLEX_LEN "${SOURCE_FILES_FLEX_LEN} - 1")
foreach (FLEX_FILE_INDEX RANGE ${SOURCE_FILES_FLEX_LEN})
list (GET SOURCE_FILES_FLEX ${FLEX_FILE_INDEX} CURRENT_FLEX_FILE)
get_filename_component (CURRENT_FLEX_FILE_NAME ${CURRENT_FLEX_FILE} NAME_WE)
list (GET SOURCE_FILES_BISON ${FLEX_FILE_INDEX} CURRENT_BISON_FILE)
get_filename_component (CURRENT_BISON_FILE_NAME ${CURRENT_BISON_FILE} NAME_WE)
string (COMPARE EQUAL ${CURRENT_FLEX_FILE_NAME} ${CURRENT_BISON_FILE_NAME} ARE_FILES_EQUAL)
if (EXISTS "${CURRENT_FLEX_FILE}" AND EXISTS "${CURRENT_BISON_FILE}" AND ${ARE_FILES_EQUAL})
set (BISON_OUTPUT_FILE ${CURRENT_BISON_FILE_NAME}.tab.c)
set (FLEX_OUTPUT_FILE lex.${CURRENT_FLEX_FILE_NAME}.c)
BISON_TARGET (Parser_${CURRENT_BISON_FILE_NAME} ${CURRENT_BISON_FILE} ${CMAKE_SOURCE_DIR}/${RELATIVE_SOURCES_DIR}/${OCCT_PACKAGE}/${BISON_OUTPUT_FILE} COMPILE_FLAGS "-p ${CURRENT_BISON_FILE_NAME}")
FLEX_TARGET (Scanner_${CURRENT_FLEX_FILE_NAME} ${CURRENT_FLEX_FILE} ${CMAKE_SOURCE_DIR}/${RELATIVE_SOURCES_DIR}/${OCCT_PACKAGE}/${FLEX_OUTPUT_FILE} COMPILE_FLAGS "-P${CURRENT_FLEX_FILE_NAME}")
ADD_FLEX_BISON_DEPENDENCY (Scanner_${CURRENT_FLEX_FILE_NAME} Parser_${CURRENT_BISON_FILE_NAME})
list (APPEND SOURCE_FILES ${BISON_OUTPUT_FILE} ${FLEX_OUTPUT_FILE})
endif()
endforeach()
endif()
endif()
# header files
if (BUILD_PATCH AND EXISTS "${BUILD_PATCH}/${RELATIVE_SOURCES_DIR}/${OCCT_PACKAGE}/FILES")
file (STRINGS "${BUILD_PATCH}/${RELATIVE_SOURCES_DIR}/${OCCT_PACKAGE}/FILES" HEADER_FILES_M REGEX ".+[.]h")
file (STRINGS "${BUILD_PATCH}/${RELATIVE_SOURCES_DIR}/${OCCT_PACKAGE}/FILES" HEADER_FILES_LXX REGEX ".+[.]lxx")
file (STRINGS "${BUILD_PATCH}/${RELATIVE_SOURCES_DIR}/${OCCT_PACKAGE}/FILES" HEADER_FILES_GXX REGEX ".+[.]gxx")
file (STRINGS "${BUILD_PATCH}/${RELATIVE_SOURCES_DIR}/${OCCT_PACKAGE}/FILES" SOURCE_FILES_C REGEX ".+[.]c")
if(APPLE)
file (STRINGS "${BUILD_PATCH}/${RELATIVE_SOURCES_DIR}/${OCCT_PACKAGE}/FILES" SOURCE_FILES_M REGEX ".+[.]mm")
endif()
# TKService contains platform-dependent packages: Xw and WNT
if ((WIN32 AND "${OCCT_PACKAGE}" STREQUAL "Xw") OR (NOT WIN32 AND "${OCCT_PACKAGE}" STREQUAL "WNT"))
# do nothing
else()
file (STRINGS "${CMAKE_SOURCE_DIR}/${RELATIVE_SOURCES_DIR}/${OCCT_PACKAGE}/FILES" HEADER_FILES_M REGEX ".+[.]h")
file (STRINGS "${CMAKE_SOURCE_DIR}/${RELATIVE_SOURCES_DIR}/${OCCT_PACKAGE}/FILES" HEADER_FILES_LXX REGEX ".+[.]lxx")
file (STRINGS "${CMAKE_SOURCE_DIR}/${RELATIVE_SOURCES_DIR}/${OCCT_PACKAGE}/FILES" HEADER_FILES_GXX REGEX ".+[.]gxx")
file (STRINGS "${CMAKE_SOURCE_DIR}/${RELATIVE_SOURCES_DIR}/${OCCT_PACKAGE}/FILES" SOURCE_FILES_C REGEX ".+[.]c")
if(APPLE)
file (STRINGS "${CMAKE_SOURCE_DIR}/${RELATIVE_SOURCES_DIR}/${OCCT_PACKAGE}/FILES" SOURCE_FILES_M REGEX ".+[.]mm")
if (WIN32)
list (APPEND PRECOMPILED_DEFS "-D__${OCCT_PACKAGE_NAME}_DLL")
endif()
set (SOURCE_FILES)
set (HEADER_FILES)
# Generate Flex and Bison files
if (${BUILD_YACCLEX})
# flex files
OCCT_ORIGIN_AND_PATCHED_FILES ("${RELATIVE_SOURCES_DIR}/${OCCT_PACKAGE}" "*[.]lex" SOURCE_FILES_FLEX)
list (LENGTH SOURCE_FILES_FLEX SOURCE_FILES_FLEX_LEN)
# bison files
OCCT_ORIGIN_AND_PATCHED_FILES ("${RELATIVE_SOURCES_DIR}/${OCCT_PACKAGE}" "*[.]yacc" SOURCE_FILES_BISON)
list (LENGTH SOURCE_FILES_BISON SOURCE_FILES_BISON_LEN)
if (${SOURCE_FILES_FLEX_LEN} EQUAL ${SOURCE_FILES_BISON_LEN} AND NOT ${SOURCE_FILES_FLEX_LEN} EQUAL 0)
list (SORT SOURCE_FILES_FLEX)
list (SORT SOURCE_FILES_BISON)
math (EXPR SOURCE_FILES_FLEX_LEN "${SOURCE_FILES_FLEX_LEN} - 1")
foreach (FLEX_FILE_INDEX RANGE ${SOURCE_FILES_FLEX_LEN})
list (GET SOURCE_FILES_FLEX ${FLEX_FILE_INDEX} CURRENT_FLEX_FILE)
get_filename_component (CURRENT_FLEX_FILE_NAME ${CURRENT_FLEX_FILE} NAME_WE)
list (GET SOURCE_FILES_BISON ${FLEX_FILE_INDEX} CURRENT_BISON_FILE)
get_filename_component (CURRENT_BISON_FILE_NAME ${CURRENT_BISON_FILE} NAME_WE)
string (COMPARE EQUAL ${CURRENT_FLEX_FILE_NAME} ${CURRENT_BISON_FILE_NAME} ARE_FILES_EQUAL)
if (EXISTS "${CURRENT_FLEX_FILE}" AND EXISTS "${CURRENT_BISON_FILE}" AND ${ARE_FILES_EQUAL})
set (BISON_OUTPUT_FILE ${CURRENT_BISON_FILE_NAME}.tab.c)
set (FLEX_OUTPUT_FILE lex.${CURRENT_FLEX_FILE_NAME}.c)
BISON_TARGET (Parser_${CURRENT_BISON_FILE_NAME} ${CURRENT_BISON_FILE} ${CMAKE_SOURCE_DIR}/${RELATIVE_SOURCES_DIR}/${OCCT_PACKAGE}/${BISON_OUTPUT_FILE} COMPILE_FLAGS "-p ${CURRENT_BISON_FILE_NAME}")
FLEX_TARGET (Scanner_${CURRENT_FLEX_FILE_NAME} ${CURRENT_FLEX_FILE} ${CMAKE_SOURCE_DIR}/${RELATIVE_SOURCES_DIR}/${OCCT_PACKAGE}/${FLEX_OUTPUT_FILE} COMPILE_FLAGS "-P${CURRENT_FLEX_FILE_NAME}")
ADD_FLEX_BISON_DEPENDENCY (Scanner_${CURRENT_FLEX_FILE_NAME} Parser_${CURRENT_BISON_FILE_NAME})
list (APPEND SOURCE_FILES ${BISON_OUTPUT_FILE} ${FLEX_OUTPUT_FILE})
endif()
endforeach()
endif()
endif()
# header files
if (BUILD_PATCH AND EXISTS "${BUILD_PATCH}/${RELATIVE_SOURCES_DIR}/${OCCT_PACKAGE}/FILES")
file (STRINGS "${BUILD_PATCH}/${RELATIVE_SOURCES_DIR}/${OCCT_PACKAGE}/FILES" HEADER_FILES_M REGEX ".+[.]h")
file (STRINGS "${BUILD_PATCH}/${RELATIVE_SOURCES_DIR}/${OCCT_PACKAGE}/FILES" HEADER_FILES_LXX REGEX ".+[.]lxx")
file (STRINGS "${BUILD_PATCH}/${RELATIVE_SOURCES_DIR}/${OCCT_PACKAGE}/FILES" HEADER_FILES_GXX REGEX ".+[.]gxx")
file (STRINGS "${BUILD_PATCH}/${RELATIVE_SOURCES_DIR}/${OCCT_PACKAGE}/FILES" SOURCE_FILES_C REGEX ".+[.]c")
if(APPLE)
file (STRINGS "${BUILD_PATCH}/${RELATIVE_SOURCES_DIR}/${OCCT_PACKAGE}/FILES" SOURCE_FILES_M REGEX ".+[.]mm")
endif()
else()
file (STRINGS "${CMAKE_SOURCE_DIR}/${RELATIVE_SOURCES_DIR}/${OCCT_PACKAGE}/FILES" HEADER_FILES_M REGEX ".+[.]h")
file (STRINGS "${CMAKE_SOURCE_DIR}/${RELATIVE_SOURCES_DIR}/${OCCT_PACKAGE}/FILES" HEADER_FILES_LXX REGEX ".+[.]lxx")
file (STRINGS "${CMAKE_SOURCE_DIR}/${RELATIVE_SOURCES_DIR}/${OCCT_PACKAGE}/FILES" HEADER_FILES_GXX REGEX ".+[.]gxx")
file (STRINGS "${CMAKE_SOURCE_DIR}/${RELATIVE_SOURCES_DIR}/${OCCT_PACKAGE}/FILES" SOURCE_FILES_C REGEX ".+[.]c")
if(APPLE)
file (STRINGS "${CMAKE_SOURCE_DIR}/${RELATIVE_SOURCES_DIR}/${OCCT_PACKAGE}/FILES" SOURCE_FILES_M REGEX ".+[.]mm")
endif()
endif()
endif()
list (APPEND HEADER_FILES ${HEADER_FILES_M} ${HEADER_FILES_LXX} ${SOURCE_FILES_GXX})
list (APPEND SOURCE_FILES ${SOURCE_FILES_C})
if(APPLE)
list (APPEND SOURCE_FILES ${SOURCE_FILES_M})
list (APPEND HEADER_FILES ${HEADER_FILES_M} ${HEADER_FILES_LXX} ${SOURCE_FILES_GXX})
list (APPEND SOURCE_FILES ${SOURCE_FILES_C})
if(APPLE)
list (APPEND SOURCE_FILES ${SOURCE_FILES_M})
endif()
foreach(HEADER_FILE ${HEADER_FILES})
if (BUILD_PATCH AND EXISTS "${BUILD_PATCH}/${RELATIVE_SOURCES_DIR}/${OCCT_PACKAGE}/${HEADER_FILE}")
message (STATUS "Info: consider patched file: ${BUILD_PATCH}/${RELATIVE_SOURCES_DIR}/${OCCT_PACKAGE}/${HEADER_FILE}")
list (APPEND USED_INCFILES "${BUILD_PATCH}/${RELATIVE_SOURCES_DIR}/${OCCT_PACKAGE}/${HEADER_FILE}")
SOURCE_GROUP ("Header Files\\${OCCT_PACKAGE_NAME}" FILES "${BUILD_PATCH}/${RELATIVE_SOURCES_DIR}/${OCCT_PACKAGE}/${HEADER_FILE}")
else()
list (APPEND USED_INCFILES "${CMAKE_SOURCE_DIR}/${RELATIVE_SOURCES_DIR}/${OCCT_PACKAGE}/${HEADER_FILE}")
SOURCE_GROUP ("Header Files\\${OCCT_PACKAGE_NAME}" FILES "${CMAKE_SOURCE_DIR}/${RELATIVE_SOURCES_DIR}/${OCCT_PACKAGE}/${HEADER_FILE}")
endif()
endforeach()
foreach(SOURCE_FILE ${SOURCE_FILES})
if (BUILD_PATCH AND EXISTS "${BUILD_PATCH}/${RELATIVE_SOURCES_DIR}/${OCCT_PACKAGE}/${SOURCE_FILE}")
message (STATUS "Info: consider patched file: ${BUILD_PATCH}/${RELATIVE_SOURCES_DIR}/${OCCT_PACKAGE}/${SOURCE_FILE}")
list (APPEND USED_SRCFILES "${BUILD_PATCH}/${RELATIVE_SOURCES_DIR}/${OCCT_PACKAGE}/${SOURCE_FILE}")
SOURCE_GROUP ("Source Files\\${OCCT_PACKAGE_NAME}" FILES "${BUILD_PATCH}/${RELATIVE_SOURCES_DIR}/${OCCT_PACKAGE}/${SOURCE_FILE}")
else()
list (APPEND USED_SRCFILES "${CMAKE_SOURCE_DIR}/${RELATIVE_SOURCES_DIR}/${OCCT_PACKAGE}/${SOURCE_FILE}")
SOURCE_GROUP ("Source Files\\${OCCT_PACKAGE_NAME}" FILES "${CMAKE_SOURCE_DIR}/${RELATIVE_SOURCES_DIR}/${OCCT_PACKAGE}/${SOURCE_FILE}")
endif()
endforeach()
if (USE_QT)
FIND_AND_INSTALL_QT_RESOURCES (${OCCT_PACKAGE} RESOURCE_FILES)
#message("Qt Resource files are: ${QT_RESOURCE_FILES} in ${OCCT_PACKAGE}")
endif(USE_QT)
#message("Resource files are: ${RESOURCE_FILES} in ${OCCT_PACKAGE}")
foreach(RESOURCE_FILE ${RESOURCE_FILES})
SOURCE_GROUP ("Resource Files\\${OCCT_PACKAGE_NAME}" FILES "${RESOURCE_FILE}")
endforeach()
endif()
foreach(HEADER_FILE ${HEADER_FILES})
if (BUILD_PATCH AND EXISTS "${BUILD_PATCH}/${RELATIVE_SOURCES_DIR}/${OCCT_PACKAGE}/${HEADER_FILE}")
message (STATUS "Info: consider patched file: ${BUILD_PATCH}/${RELATIVE_SOURCES_DIR}/${OCCT_PACKAGE}/${HEADER_FILE}")
list (APPEND USED_INCFILES "${BUILD_PATCH}/${RELATIVE_SOURCES_DIR}/${OCCT_PACKAGE}/${HEADER_FILE}")
SOURCE_GROUP ("Header Files\\${OCCT_PACKAGE_NAME}" FILES "${BUILD_PATCH}/${RELATIVE_SOURCES_DIR}/${OCCT_PACKAGE}/${HEADER_FILE}")
else()
list (APPEND USED_INCFILES "${CMAKE_SOURCE_DIR}/${RELATIVE_SOURCES_DIR}/${OCCT_PACKAGE}/${HEADER_FILE}")
SOURCE_GROUP ("Header Files\\${OCCT_PACKAGE_NAME}" FILES "${CMAKE_SOURCE_DIR}/${RELATIVE_SOURCES_DIR}/${OCCT_PACKAGE}/${HEADER_FILE}")
endif()
endforeach()
foreach(SOURCE_FILE ${SOURCE_FILES})
if (BUILD_PATCH AND EXISTS "${BUILD_PATCH}/${RELATIVE_SOURCES_DIR}/${OCCT_PACKAGE}/${SOURCE_FILE}")
message (STATUS "Info: consider patched file: ${BUILD_PATCH}/${RELATIVE_SOURCES_DIR}/${OCCT_PACKAGE}/${SOURCE_FILE}")
list (APPEND USED_SRCFILES "${BUILD_PATCH}/${RELATIVE_SOURCES_DIR}/${OCCT_PACKAGE}/${SOURCE_FILE}")
SOURCE_GROUP ("Source Files\\${OCCT_PACKAGE_NAME}" FILES "${BUILD_PATCH}/${RELATIVE_SOURCES_DIR}/${OCCT_PACKAGE}/${SOURCE_FILE}")
else()
list (APPEND USED_SRCFILES "${CMAKE_SOURCE_DIR}/${RELATIVE_SOURCES_DIR}/${OCCT_PACKAGE}/${SOURCE_FILE}")
SOURCE_GROUP ("Source Files\\${OCCT_PACKAGE_NAME}" FILES "${CMAKE_SOURCE_DIR}/${RELATIVE_SOURCES_DIR}/${OCCT_PACKAGE}/${SOURCE_FILE}")
endif()
endforeach()
if (USE_QT)
FIND_AND_INSTALL_QT_RESOURCES (${OCCT_PACKAGE} RESOURCE_FILES)
#message("Qt Resource files are: ${QT_RESOURCE_FILES} in ${OCCT_PACKAGE}")
endif(USE_QT)
#message("Resource files are: ${RESOURCE_FILES} in ${OCCT_PACKAGE}")
foreach(RESOURCE_FILE ${RESOURCE_FILES})
SOURCE_GROUP ("Resource Files\\${OCCT_PACKAGE_NAME}" FILES "${RESOURCE_FILE}")
endforeach()
endforeach()
string (REGEX REPLACE ";" " " PRECOMPILED_DEFS "${PRECOMPILED_DEFS}")
@@ -323,7 +330,7 @@ endif()
# Update list of used VTK libraries if OpenGL2 Rendering BackEnd is used.
# Add VTK_OPENGL2_BACKEND definition.
if("${VTK_RENDERING_BACKEND}" STREQUAL "OpenGL2" OR IS_VTK_9XX)
if("${VTK_RENDERING_BACKEND}" STREQUAL "OpenGL2")
add_definitions(-DVTK_OPENGL2_BACKEND)
foreach (VTK_EXCLUDE_LIBRARY vtkRenderingOpenGL vtkRenderingFreeTypeOpenGL)
list (FIND USED_TOOLKITS_BY_CURRENT_PROJECT "${VTK_EXCLUDE_LIBRARY}" IS_VTK_OPENGL_FOUND)
@@ -347,9 +354,6 @@ else()
endif()
if (BUILD_SHARED_LIBS)
if(IS_VTK_9XX)
string (REGEX REPLACE "vtk" "VTK::" USED_TOOLKITS_BY_CURRENT_PROJECT "${USED_TOOLKITS_BY_CURRENT_PROJECT}")
endif()
target_link_libraries (${PROJECT_NAME} ${USED_TOOLKITS_BY_CURRENT_PROJECT} ${USED_EXTERNAL_LIBS_BY_CURRENT_PROJECT})
endif()

View File

@@ -1,22 +1,23 @@
#qt
# Qt is searched manually first (just determine root)
message (STATUS "Processing Qt 3-rd party")
#looking for 3RDPARTY_QT_DIR variable used later in qt_macro.cmake
SET(CSF_QtCore "QtCore")
THIRDPARTY_PRODUCT("QT" "" "CSF_QtCore" "d")
if (NOT DEFINED ${3RDPARTY_QT_DIR} AND ${3RDPARTY_QT_DIR} STREQUAL "")
FIND_PRODUCT_DIR ("${3RDPARTY_DIR}" Qt 3RDPARTY_QT_DIR_NAME)
list (APPEND 3RDPARTY_DLL_DIRS "${3RDPARTY_QT_DIR}/bin")
if (NOT DEFINED ${3RDPARTY_QT_DIR_NAME} AND ${3RDPARTY_QT_DIR_NAME} STREQUAL "")
set (3RDPARTY_QT_DIR "" CACHE PATH "The directory containing qt")
message (FATAL_ERROR "Could not find used third-party product: 3RDPARTY_QT_DIR")
endif()
list (REMOVE_ITEM 3RDPARTY_NOT_INCLUDED "3RDPARTY_QT_INCLUDE_DIR")
list (REMOVE_ITEM 3RDPARTY_NO_LIBS "3RDPARTY_QT_LIBRARY_DIR")
list (REMOVE_ITEM 3RDPARTY_NO_DLLS "3RDPARTY_QT_DLL_DIR")
# Combine directory name with absolute path and show in GUI
set (3RDPARTY_QT_DIR "${3RDPARTY_DIR}/${3RDPARTY_QT_DIR_NAME}" CACHE PATH "The directory containing Qt" FORCE)
message (STATUS "Info: Qt is used from folder: ${3RDPARTY_QT_DIR}")
endif()
UNSET (${3RDPARTY_QT_DLL} CACHE)
UNSET (${3RDPARTY_QT_DLL_DIR} CACHE)
UNSET (${3RDPARTY_QT_INCLUDE_DIR} CACHE)
UNSET (${3RDPARTY_QT_LIBRARY} CACHE)
UNSET (${3RDPARTY_QT_LIBRARY_DIR} CACHE)
set (USED_3RDPARTY_QT_DIR "${3RDPARTY_QT_DIR}")
message (STATUS "Info: Qt is used from folder: ${3RDPARTY_QT_DIR}")
# Now set CMAKE_PREFIX_PATH to point to local Qt installation.
# Without this setting find_package() will not work
@@ -33,9 +34,3 @@ if (NOT ${Qt5_FOUND})
else()
#message (STATUS "Qt5 cmake configuration")
endif()
if (3RDPARTY_QT_DIR OR EXISTS "${3RDPARTY_QT_DIR}")
list (APPEND 3RDPARTY_DLL_DIRS "${3RDPARTY_QT_DIR}/bin")
else()
list (APPEND 3RDPARTY_NO_DLLS 3RDPARTY_QT_DLL_DIR)
endif()

View File

@@ -66,15 +66,10 @@ if (3RDPARTY_VTK_DIR AND EXISTS "${3RDPARTY_VTK_DIR}")
set (ENV{VTK_DIR} ${CACHED_VTK_DIR})
endif()
unset (IS_VTK_9XX)
if (VTK_FOUND)
message ("VTK version (${VTK_VERSION})")
if(VTK_MAJOR_VERSION EQUAL 8 AND VTK_MINOR_VERSION GREATER 9 OR VTK_MAJOR_VERSION GREATER 8)
set (IS_VTK_9XX 1)
else()
# add compiler flags, preprocessor definitions, include and link dirs
include (${VTK_USE_FILE})
endif()
# add compiler flags, preprocessor definitions, include and link dirs
include (${VTK_USE_FILE})
if (VTK_LIBRARIES)
@@ -86,83 +81,79 @@ if (VTK_FOUND)
# endif()
foreach (VTK_LIBRARY ${VTK_LIBRARIES})
if (IS_VTK_9XX)
string (REGEX MATCH "^VTK::" IS_VTK_LIBRARY ${VTK_LIBRARY})
else()
string (REGEX MATCH "^vtk" IS_VTK_LIBRARY ${VTK_LIBRARY})
endif()
if (NOT IS_VTK_LIBRARY OR NOT TARGET ${VTK_LIBRARY})
continue()
endif()
# get paths from corresponding variables
if (${VTK_LIBRARY}_INCLUDE_DIRS AND EXISTS "${${VTK_LIBRARY}_INCLUDE_DIRS}")
list (APPEND 3RDPARTY_VTK_INCLUDE_DIRS "${${VTK_LIBRARY}_INCLUDE_DIRS}")
endif()
if (${VTK_LIBRARY}_LIBRARY_DIRS AND EXISTS "${${VTK_LIBRARY}_LIBRARY_DIRS}")
list (APPEND 3RDPARTY_VTK_LIBRARY_DIRS "${${VTK_LIBRARY}_LIBRARY_DIRS}")
endif()
if (${VTK_LIBRARY}_RUNTIME_LIBRARY_DIRS AND EXISTS "${${VTK_LIBRARY}_RUNTIME_LIBRARY_DIRS}")
list (APPEND 3RDPARTY_VTK_DLL_DIRS "${${VTK_LIBRARY}_RUNTIME_LIBRARY_DIRS}")
if (NOT WIN32)
list (APPEND 3RDPARTY_VTK_LIBRARY_DIRS "${${VTK_LIBRARY}_RUNTIME_LIBRARY_DIRS}")
string (REGEX MATCH "^vtk" IS_VTK_LIBRARY ${VTK_LIBRARY})
if (IS_VTK_LIBRARY AND TARGET ${VTK_LIBRARY})
# get paths from corresponding variables
if (${VTK_LIBRARY}_INCLUDE_DIRS AND EXISTS "${${VTK_LIBRARY}_INCLUDE_DIRS}")
list (APPEND 3RDPARTY_VTK_INCLUDE_DIRS "${${VTK_LIBRARY}_INCLUDE_DIRS}")
endif()
endif()
# get paths from corresponding properties
get_target_property (TARGET_VTK_IMPORT_CONFS ${VTK_LIBRARY} IMPORTED_CONFIGURATIONS)
if (TARGET_VTK_IMPORT_CONFS)
list (GET TARGET_VTK_IMPORT_CONFS 0 CHOSEN_IMPORT_CONF)
# todo: choose configuration in connection with the build type
#if (CMAKE_BUILD_TYPE)
# foreach (IMPORT_CONF ${TARGET_VTK_IMPORT_CONFS})
# endforeach()
#endif()
# Work-around against link failure in case if VTK contains dependency
# on DirectX: its run-time is always present on Windows, but SDK can
# be absent on current workstation, while not actually needed for
# OCCT linking.
# VTK 6.1 for VC 10
get_target_property (TARGET_PROPERTY_IMP_LINK_INTERFACE_LIBRARIES ${VTK_LIBRARY} IMPORTED_LINK_INTERFACE_LIBRARIES_${CHOSEN_IMPORT_CONF})
if(TARGET_PROPERTY_IMP_LINK_INTERFACE_LIBRARIES)
string (REGEX MATCH "[^;]*d3d[0-9]+[.]lib" HARDCODED_D3D9_LIB "${TARGET_PROPERTY_IMP_LINK_INTERFACE_LIBRARIES}")
if (HARDCODED_D3D9_LIB)
message (STATUS "Warning: ${HARDCODED_D3D9_LIB} has been removed from imported dependencies of ${VTK_LIBRARY}")
list (REMOVE_ITEM TARGET_PROPERTY_IMP_LINK_INTERFACE_LIBRARIES ${HARDCODED_D3D9_LIB})
set_target_properties (${VTK_LIBRARY} PROPERTIES IMPORTED_LINK_INTERFACE_LIBRARIES_${CHOSEN_IMPORT_CONF} "${TARGET_PROPERTY_IMP_LINK_INTERFACE_LIBRARIES}")
if (${VTK_LIBRARY}_LIBRARY_DIRS AND EXISTS "${${VTK_LIBRARY}_LIBRARY_DIRS}")
list (APPEND 3RDPARTY_VTK_LIBRARY_DIRS "${${VTK_LIBRARY}_LIBRARY_DIRS}")
endif()
endif()
# VTK 6.1 for VC 12, 14
get_target_property (TARGET_PROPERTY_IMP_LINK_INTERFACE_LIBRARIES ${VTK_LIBRARY} INTERFACE_LINK_LIBRARIES)
if(TARGET_PROPERTY_IMP_LINK_INTERFACE_LIBRARIES)
string (REGEX MATCH "[^;]*d3d[0-9]+[.]lib" HARDCODED_D3D9_LIB "${TARGET_PROPERTY_IMP_LINK_INTERFACE_LIBRARIES}")
if (HARDCODED_D3D9_LIB)
message (STATUS "Warning: ${HARDCODED_D3D9_LIB} has been removed from imported dependencies of ${VTK_LIBRARY}")
list (REMOVE_ITEM TARGET_PROPERTY_IMP_LINK_INTERFACE_LIBRARIES ${HARDCODED_D3D9_LIB})
set_target_properties (${VTK_LIBRARY} PROPERTIES INTERFACE_LINK_LIBRARIES "${TARGET_PROPERTY_IMP_LINK_INTERFACE_LIBRARIES}")
if (${VTK_LIBRARY}_RUNTIME_LIBRARY_DIRS AND EXISTS "${${VTK_LIBRARY}_RUNTIME_LIBRARY_DIRS}")
list (APPEND 3RDPARTY_VTK_DLL_DIRS "${${VTK_LIBRARY}_RUNTIME_LIBRARY_DIRS}")
if (NOT WIN32)
list (APPEND 3RDPARTY_VTK_LIBRARY_DIRS "${${VTK_LIBRARY}_RUNTIME_LIBRARY_DIRS}")
endif()
endif()
endif()
get_target_property (TARGET_PROPERTY_IMP_PATH ${VTK_LIBRARY} IMPORTED_IMPLIB_${CHOSEN_IMPORT_CONF})
if(TARGET_PROPERTY_IMP_PATH AND EXISTS "${TARGET_PROPERTY_IMP_PATH}")
get_filename_component (TARGET_PROPERTY_IMP_DIR "${TARGET_PROPERTY_IMP_PATH}" PATH)
list (APPEND 3RDPARTY_VTK_LIBRARY_DIRS "${TARGET_PROPERTY_IMP_DIR}")
endif()
# get paths from corresponding properties
get_target_property (TARGET_VTK_IMPORT_CONFS ${VTK_LIBRARY} IMPORTED_CONFIGURATIONS)
get_target_property (TARGET_PROPERTY_LOCATION_PATH ${VTK_LIBRARY} IMPORTED_LOCATION_${CHOSEN_IMPORT_CONF})
if(TARGET_PROPERTY_LOCATION_PATH AND EXISTS "${TARGET_PROPERTY_LOCATION_PATH}")
get_filename_component (TARGET_PROPERTY_LOCATION_DIR "${TARGET_PROPERTY_LOCATION_PATH}" PATH)
if (TARGET_VTK_IMPORT_CONFS)
list (GET TARGET_VTK_IMPORT_CONFS 0 CHOSEN_IMPORT_CONF)
if (WIN32)
list (APPEND 3RDPARTY_VTK_DLL_DIRS "${TARGET_PROPERTY_LOCATION_DIR}")
else()
list (APPEND 3RDPARTY_VTK_LIBRARY_DIRS "${TARGET_PROPERTY_LOCATION_DIR}")
# todo: choose configuration in connection with the build type
#if (CMAKE_BUILD_TYPE)
# foreach (IMPORT_CONF ${TARGET_VTK_IMPORT_CONFS})
# endforeach()
#endif()
# Work-around against link failure in case if VTK contains dependency
# on DirectX: its run-time is always present on Windows, but SDK can
# be absent on current workstation, while not actually needed for
# OCCT linking.
# VTK 6.1 for VC 10
get_target_property (TARGET_PROPERTY_IMP_LINK_INTERFACE_LIBRARIES ${VTK_LIBRARY} IMPORTED_LINK_INTERFACE_LIBRARIES_${CHOSEN_IMPORT_CONF})
if(TARGET_PROPERTY_IMP_LINK_INTERFACE_LIBRARIES)
string (REGEX MATCH "[^;]*d3d[0-9]+[.]lib" HARDCODED_D3D9_LIB "${TARGET_PROPERTY_IMP_LINK_INTERFACE_LIBRARIES}")
if (HARDCODED_D3D9_LIB)
message (STATUS "Warning: ${HARDCODED_D3D9_LIB} has been removed from imported dependencies of ${VTK_LIBRARY}")
list (REMOVE_ITEM TARGET_PROPERTY_IMP_LINK_INTERFACE_LIBRARIES ${HARDCODED_D3D9_LIB})
set_target_properties (${VTK_LIBRARY} PROPERTIES IMPORTED_LINK_INTERFACE_LIBRARIES_${CHOSEN_IMPORT_CONF} "${TARGET_PROPERTY_IMP_LINK_INTERFACE_LIBRARIES}")
endif()
endif()
# VTK 6.1 for VC 12, 14
get_target_property (TARGET_PROPERTY_IMP_LINK_INTERFACE_LIBRARIES ${VTK_LIBRARY} INTERFACE_LINK_LIBRARIES)
if(TARGET_PROPERTY_IMP_LINK_INTERFACE_LIBRARIES)
string (REGEX MATCH "[^;]*d3d[0-9]+[.]lib" HARDCODED_D3D9_LIB "${TARGET_PROPERTY_IMP_LINK_INTERFACE_LIBRARIES}")
if (HARDCODED_D3D9_LIB)
message (STATUS "Warning: ${HARDCODED_D3D9_LIB} has been removed from imported dependencies of ${VTK_LIBRARY}")
list (REMOVE_ITEM TARGET_PROPERTY_IMP_LINK_INTERFACE_LIBRARIES ${HARDCODED_D3D9_LIB})
set_target_properties (${VTK_LIBRARY} PROPERTIES INTERFACE_LINK_LIBRARIES "${TARGET_PROPERTY_IMP_LINK_INTERFACE_LIBRARIES}")
endif()
endif()
get_target_property (TARGET_PROPERTY_IMP_PATH ${VTK_LIBRARY} IMPORTED_IMPLIB_${CHOSEN_IMPORT_CONF})
if(TARGET_PROPERTY_IMP_PATH AND EXISTS "${TARGET_PROPERTY_IMP_PATH}")
get_filename_component (TARGET_PROPERTY_IMP_DIR "${TARGET_PROPERTY_IMP_PATH}" PATH)
list (APPEND 3RDPARTY_VTK_LIBRARY_DIRS "${TARGET_PROPERTY_IMP_DIR}")
endif()
get_target_property (TARGET_PROPERTY_LOCATION_PATH ${VTK_LIBRARY} IMPORTED_LOCATION_${CHOSEN_IMPORT_CONF})
if(TARGET_PROPERTY_LOCATION_PATH AND EXISTS "${TARGET_PROPERTY_LOCATION_PATH}")
get_filename_component (TARGET_PROPERTY_LOCATION_DIR "${TARGET_PROPERTY_LOCATION_PATH}" PATH)
if (WIN32)
list (APPEND 3RDPARTY_VTK_DLL_DIRS "${TARGET_PROPERTY_LOCATION_DIR}")
else()
list (APPEND 3RDPARTY_VTK_LIBRARY_DIRS "${TARGET_PROPERTY_LOCATION_DIR}")
endif()
endif()
endif()
endif()
endif()
@@ -196,7 +187,6 @@ if (VTK_FOUND)
endif()
endif()
# endif()
endif()
if (3RDPARTY_VTK_INCLUDE_DIR AND EXISTS "${3RDPARTY_VTK_INCLUDE_DIR}")
list (APPEND 3RDPARTY_INCLUDE_DIRS ${3RDPARTY_VTK_INCLUDE_DIR})

View File

@@ -24,9 +24,6 @@
# load tools
source [file join [file dirname [info script]] genconfdeps.tcl]
# proxy variable for implicit file path normalization
set PRODUCTS_PATH_INPUT "$::PRODUCTS_PATH"
package require Tk
set aRowIter 0
@@ -61,7 +58,7 @@ set SYS_VS_LIST {}
set SYS_VC_LIST {}
set SYS_VCVARS_LIST {}
# detect installed Visual Studio 2017+ instances by running vswhere.exe
# detect installed Visual Studio 2017 instances by running vswhere.exe
if { ! [catch {exec vswhere.exe -version "\[15.0,15.99\]" -latest -requires Microsoft.VisualStudio.Workload.NativeDesktop -property installationPath} res] } {
lappend ::SYS_VS_LIST "Visual Studio 2017 (15, toolset v141)"
lappend ::SYS_VC_LIST "vc141"
@@ -72,21 +69,6 @@ if { ! [catch {exec vswhere.exe -version "\[15.0,15.99\]" -latest -requires Micr
lappend ::SYS_VC_LIST "vc141-uwp"
lappend ::SYS_VCVARS_LIST "$res\\VC\\vcvarsall.bat"
}
if { ! [catch {exec vswhere.exe -version "\[16.0,16.99\]" -latest -requires Microsoft.VisualStudio.Workload.NativeDesktop -property installationPath} res] } {
lappend ::SYS_VS_LIST "Visual Studio 2019 (16, toolset v142)"
lappend ::SYS_VC_LIST "vc142"
lappend ::SYS_VCVARS_LIST "$res\\VC\\vcvarsall.bat"
}
if { ! [catch {exec vswhere.exe -version "\[16.0,16.99\]" -latest -requires Microsoft.VisualStudio.Workload.Universal -property installationPath} res] } {
lappend ::SYS_VS_LIST "Visual Studio 2019 (16, toolset v142) UWP"
lappend ::SYS_VC_LIST "vc142-uwp"
lappend ::SYS_VCVARS_LIST "$res\\VC\\vcvarsall.bat"
}
if { ! [catch {exec vswhere.exe -version "\[16.0,16.99\]" -latest -requires Microsoft.VisualStudio.Component.VC.ClangCL -property installationPath} res] } {
lappend ::SYS_VS_LIST "Visual Studio 2019 (16, toolset ClangCL)"
lappend ::SYS_VC_LIST "vclang"
lappend ::SYS_VCVARS_LIST "$res\\VC\\vcvarsall.bat"
}
# detect installed Visual Studio instances from global environment
if { [info exists ::env(VS140COMNTOOLS)] } {
@@ -187,9 +169,6 @@ proc wokdep:gui:UpdateList {} {
if { "$::HAVE_FFMPEG" == "true" } {
wokdep:SearchFFmpeg anIncErrs anLib32Errs anLib64Errs anBin32Errs anBin64Errs
}
if { "$::HAVE_OPENVR" == "true" } {
wokdep:SearchOpenVR anIncErrs anLib32Errs anLib64Errs anBin32Errs anBin64Errs
}
if { "$::HAVE_TBB" == "true" } {
wokdep:SearchTBB anIncErrs anLib32Errs anLib64Errs anBin32Errs anBin64Errs
}
@@ -201,11 +180,7 @@ proc wokdep:gui:UpdateList {} {
}
if { "$::HAVE_ZLIB" == "true" } {
set aCheckLib "z"
if { "$::tcl_platform(platform)" == "windows" } {
set aCheckLib "zlib"
}
wokdep:SearchStandardLibrary anIncErrs anLib32Errs anLib64Errs anBin32Errs anBin64Errs "zlib" "zlib.h" "$aCheckLib" {"zlib"}
wokdep:SearchStandardLibrary anIncErrs anLib32Errs anLib64Errs anBin32Errs anBin64Errs "zlib" "zlib.h" "zlib" {"zlib"}
}
if { "$::HAVE_LIBLZMA" == "true" } {
set aCheckLib "lzma"
@@ -214,26 +189,13 @@ proc wokdep:gui:UpdateList {} {
}
wokdep:SearchStandardLibrary anIncErrs anLib32Errs anLib64Errs anBin32Errs anBin64Errs "liblzma" "lzma.h" "$aCheckLib" {"lzma" "xz"}
}
if { "$::HAVE_E57" == "true" } {
wokdep:SearchStandardLibrary anIncErrs anLib32Errs anLib64Errs anBin32Errs anBin64Errs "e57" "e57/E57Foundation.h" "E57RefImpl" {"e57"}
set aCheckLib "xerces-c"
if { "$::tcl_platform(platform)" == "windows" } {
set aCheckLib "xerces-c_3"
}
wokdep:SearchStandardLibrary anIncErrs anLib32Errs anLib64Errs anBin32Errs anBin64Errs "xerces-c" "xercesc/sax2/XMLReaderFactory.hpp" "$aCheckLib" {"xerces"}
}
if { "$::HAVE_RAPIDJSON" == "true" } {
wokdep:SearchRapidJson anIncErrs anLib32Errs anLib64Errs anBin32Errs anBin64Errs
}
if {"$::BUILD_Inspector" == "true" } {
set ::CHECK_QT "true"
if { "$::CHECK_QT4" == "true" } {
wokdep:SearchQt4 anIncErrs anLib32Errs anLib64Errs anBin32Errs anBin64Errs
}
if { "$::CHECK_QT" == "true" } {
wokdep:SearchQt anIncErrs anLib32Errs anLib64Errs anBin32Errs anBin64Errs
}
if { "$::CHECK_JDK" == "true" } {
wokdep:SearchJDK anIncErrs anLib32Errs anLib64Errs anBin32Errs anBin64Errs
}
@@ -253,9 +215,9 @@ proc wokdep:gui:BrowseVcVars {} {
}
proc wokdep:gui:BrowsePartiesRoot {} {
set aResult [tk_chooseDirectory -initialdir $::PRODUCTS_PATH_INPUT -title "Choose a directory"]
set aResult [tk_chooseDirectory -initialdir $::PRODUCTS_PATH -title "Choose a directory"]
if { "$aResult" != "" } {
set ::PRODUCTS_PATH_INPUT $aResult
set ::PRODUCTS_PATH $aResult
wokdep:gui:UpdateList
}
}
@@ -469,14 +431,12 @@ ttk::label .myFrame.myHxxChecks.myScutsLbl -text "Strategy for filling he
#
ttk::label .myFrame.mySrchLbl -text "3rd-parties search path:" -padding {5 5 80 5}
entry .myFrame.mySrchEntry -textvariable PRODUCTS_PATH_INPUT -width 80
entry .myFrame.mySrchEntry -textvariable PRODUCTS_PATH -width 80
ttk::button .myFrame.mySrchBrowseBtn -text "Browse" -command wokdep:gui:BrowsePartiesRoot
checkbutton .myFrame.myChecks.myFImageCheck -offvalue "false" -onvalue "true" -variable HAVE_FREEIMAGE -command wokdep:gui:UpdateList
ttk::label .myFrame.myChecks.myFImageLbl -text "Use FreeImage"
checkbutton .myFrame.myChecks.myTbbCheck -offvalue "false" -onvalue "true" -variable HAVE_TBB -command wokdep:gui:UpdateList
ttk::label .myFrame.myChecks.myTbbLbl -text "Use Intel TBB"
checkbutton .myFrame.myChecks.myOpenVrCheck -offvalue "false" -onvalue "true" -variable HAVE_OPENVR -command wokdep:gui:UpdateList
ttk::label .myFrame.myChecks.myOpenVrLbl -text "Use OpenVR"
if { "$::tcl_platform(os)" != "Darwin" } {
checkbutton .myFrame.myChecks.myGlesCheck -offvalue "false" -onvalue "true" -variable HAVE_GLES2 -command wokdep:gui:UpdateList
ttk::label .myFrame.myChecks.myGlesLbl -text "Use OpenGL ES"
@@ -489,9 +449,6 @@ checkbutton .myFrame.myChecks.myFFmpegCheck -offvalue "false" -onvalue "true
ttk::label .myFrame.myChecks.myFFmpegLbl -text "Use FFmpeg"
#checkbutton .myFrame.myChecks.myOpenClCheck -offvalue "false" -onvalue "true" -variable HAVE_OPENCL -command wokdep:gui:UpdateList
#ttk::label .myFrame.myChecks.myOpenClLbl -text "Use OpenCL"
checkbutton .myFrame.myChecks.myRapidJsonCheck -offvalue "false" -onvalue "true" -variable HAVE_RAPIDJSON -command wokdep:gui:UpdateList
ttk::label .myFrame.myChecks.myRapidJsonLbl -text "Use RapidJSON"
checkbutton .myFrame.myChecks.myMacGLXCheck -offvalue "false" -onvalue "true" -variable MACOSX_USE_GLX
ttk::label .myFrame.myChecks.myMacGLXLbl -text "Use X11 for windows drawing"
ttk::label .myFrame.myChecks.myVtkLbl -text "Use VTK"
@@ -501,19 +458,15 @@ checkbutton .myFrame.myChecks.myZLibCheck -offvalue "false" -onvalue "true
ttk::label .myFrame.myChecks.myZLibLbl -text "Use zlib"
checkbutton .myFrame.myChecks.myLzmaCheck -offvalue "false" -onvalue "true" -variable HAVE_LIBLZMA -command wokdep:gui:UpdateList
ttk::label .myFrame.myChecks.myLzmaLbl -text "Use liblzma"
checkbutton .myFrame.myChecks.myE57Check -offvalue "false" -onvalue "true" -variable HAVE_E57 -command wokdep:gui:UpdateList
ttk::label .myFrame.myChecks.myE57Lbl -text "Use E57"
checkbutton .myFrame.myChecks.myQtCheck -offvalue "false" -onvalue "true" -variable CHECK_QT -command wokdep:gui:UpdateList
ttk::label .myFrame.myChecks.myQtLbl -text "Search Qt"
checkbutton .myFrame.myChecks.myRapidJsonCheck -offvalue "false" -onvalue "true" -variable HAVE_RAPIDJSON -command wokdep:gui:UpdateList
ttk::label .myFrame.myChecks.myRapidJsonLbl -text "Use RapidJSON"
checkbutton .myFrame.myChecks.myQt4Check -offvalue "false" -onvalue "true" -variable CHECK_QT4 -command wokdep:gui:UpdateList
ttk::label .myFrame.myChecks.myQt4Lbl -text "Search Qt4"
checkbutton .myFrame.myChecks.myJDKCheck -offvalue "false" -onvalue "true" -variable CHECK_JDK -command wokdep:gui:UpdateList
ttk::label .myFrame.myChecks.myJDKLbl -text "Search JDK"
if { "$::tcl_platform(platform)" == "windows" } {
checkbutton .myFrame.myChecks.myInspectorBuild -offvalue "false" -onvalue "true" -variable BUILD_Inspector -command wokdep:gui:UpdateList
ttk::label .myFrame.myChecks.myInspectorLbl -text "Build Inspector"
}
# Additional headers search paths
ttk::label .myFrame.myIncLbl -text "Additional headers search paths:" -padding {5 5 80 5}
scrollbar .myFrame.myIncScrl -command ".myFrame.myIncList yview"
@@ -617,8 +570,8 @@ if { "$::tcl_platform(os)" != "Darwin" } {
grid .myFrame.myChecks.myZLibCheck -row $aCheckRowIter -column 6 -sticky e
grid .myFrame.myChecks.myZLibLbl -row $aCheckRowIter -column 7 -sticky w
grid .myFrame.myChecks.myQtCheck -row $aCheckRowIter -column 12 -sticky e
grid .myFrame.myChecks.myQtLbl -row $aCheckRowIter -column 13 -sticky w
grid .myFrame.myChecks.myQt4Check -row $aCheckRowIter -column 12 -sticky e
grid .myFrame.myChecks.myQt4Lbl -row $aCheckRowIter -column 13 -sticky w
incr aCheckRowIter
grid .myFrame.myChecks.myFFmpegCheck -row $aCheckRowIter -column 0 -sticky e
@@ -628,9 +581,6 @@ grid .myFrame.myChecks.myVtkLbl -row $aCheckRowIter -column 3 -sticky w
if { "$::tcl_platform(platform)" == "windows" } {
grid .myFrame.myChecks.myD3dCheck -row $aCheckRowIter -column 4 -sticky e
grid .myFrame.myChecks.myD3dLbl -row $aCheckRowIter -column 5 -sticky w
} elseif { "$::tcl_platform(os)" == "Darwin" } {
grid .myFrame.myChecks.myMacGLXCheck -row $aCheckRowIter -column 4 -sticky e
grid .myFrame.myChecks.myMacGLXLbl -row $aCheckRowIter -column 5 -sticky w
}
grid .myFrame.myChecks.myLzmaCheck -row $aCheckRowIter -column 6 -sticky e
grid .myFrame.myChecks.myLzmaLbl -row $aCheckRowIter -column 7 -sticky w
@@ -638,18 +588,14 @@ grid .myFrame.myChecks.myJDKCheck -row $aCheckRowIter -column 12 -sticky e
grid .myFrame.myChecks.myJDKLbl -row $aCheckRowIter -column 13 -sticky w
incr aCheckRowIter
grid .myFrame.myChecks.myRapidJsonCheck -row $aCheckRowIter -column 0 -sticky e
grid .myFrame.myChecks.myRapidJsonLbl -row $aCheckRowIter -column 1 -sticky w
grid .myFrame.myChecks.myOpenVrCheck -row $aCheckRowIter -column 4 -sticky e
grid .myFrame.myChecks.myOpenVrLbl -row $aCheckRowIter -column 5 -sticky w
grid .myFrame.myChecks.myE57Check -row $aCheckRowIter -column 6 -sticky e
grid .myFrame.myChecks.myE57Lbl -row $aCheckRowIter -column 7 -sticky w
if { "$::tcl_platform(platform)" == "windows" } {
grid .myFrame.myChecks.myInspectorBuild -row $aCheckRowIter -column 12 -sticky e
grid .myFrame.myChecks.myInspectorLbl -row $aCheckRowIter -column 13 -sticky w
if { "$::tcl_platform(os)" == "Darwin" } {
grid .myFrame.myChecks.myMacGLXCheck -row $aCheckRowIter -column 0 -sticky e
grid .myFrame.myChecks.myMacGLXLbl -row $aCheckRowIter -column 1 -sticky w
incr aCheckRowIter
}
grid .myFrame.myChecks.myRapidJsonCheck -row $aCheckRowIter -column 6 -sticky e
grid .myFrame.myChecks.myRapidJsonLbl -row $aCheckRowIter -column 7 -sticky w
incr aCheckRowIter
# Additional headers search paths
@@ -694,7 +640,6 @@ bind .myFrame.myVsFrame.myArchCombo <<ComboboxSelected>> {
}
.myFrame.mySrchEntry configure -validate all -validatecommand {
set ::PRODUCTS_PATH [file normalize "$::PRODUCTS_PATH_INPUT"]
#return [file exists "$::PRODUCTS_PATH"]
wokdep:gui:UpdateList
return 1

View File

@@ -68,7 +68,7 @@ if { [info exists ::env(SHORTCUT_HEADERS)] } {
}
# fetch environment variables (e.g. set by custom.sh or custom.bat) and set them as tcl variables with the same name
set THE_ENV_VARIABLES {HAVE_FREEIMAGE HAVE_FFMPEG HAVE_TBB HAVE_GLES2 HAVE_D3D HAVE_VTK HAVE_ZLIB HAVE_LIBLZMA HAVE_E57 HAVE_RAPIDJSON HAVE_OPENVR HAVE_OPENCL CHECK_QT4 CHECK_JDK MACOSX_USE_GLX HAVE_RelWithDebInfo BUILD_Inspector}
set THE_ENV_VARIABLES {HAVE_FREEIMAGE HAVE_FFMPEG HAVE_TBB HAVE_GLES2 HAVE_D3D HAVE_VTK HAVE_ZLIB HAVE_LIBLZMA HAVE_RAPIDJSON HAVE_OPENCL CHECK_QT4 CHECK_JDK MACOSX_USE_GLX HAVE_RelWithDebInfo}
foreach anEnvIter $THE_ENV_VARIABLES {
set ${anEnvIter} "false"
if { [info exists ::env(${anEnvIter})] } {
@@ -85,14 +85,11 @@ if { "$tcl_platform(platform)" != "windows" } {
set HAVE_D3D ""
set HAVE_RelWithDebInfo ""
}
foreach anEnvIter {ARCH VCVER VCVARS PRJFMT } {
foreach anEnvIter {ARCH VCVER VCVARS PRJFMT PRODUCTS_PATH} {
if { [info exists ::env(${anEnvIter})] } {
set ${anEnvIter} "$::env(${anEnvIter})"
}
}
if { [info exists ::env(PRODUCTS_PATH)] } {
set PRODUCTS_PATH [file normalize "$::env(PRODUCTS_PATH)"]
}
if { [info exists ::env(CSF_OPT_INC)] } {
set CSF_OPT_INC [split "$::env(CSF_OPT_INC)" $::SYS_PATH_SPLITTER]
@@ -146,12 +143,9 @@ proc wokdep:SearchHeader {theHeader} {
# Search library file in $::CSF_OPT_LIB* and standard paths
proc wokdep:SearchLib {theLib theBitness {theSearchPath ""}} {
if { "$theSearchPath" != "" } {
set aPath "${theSearchPath}/${::SYS_LIB_PREFIX}${theLib}.${::SYS_LIB_SUFFIX}"
set aPath2 "${theSearchPath}/${::SYS_LIB_PREFIX}${theLib}.a"
set aPath "${theSearchPath}/${::SYS_LIB_PREFIX}${theLib}.${::SYS_LIB_SUFFIX}"
if { [file exists "$aPath"] } {
return "$aPath"
} elseif { "$::tcl_platform(platform)" != "windows" && [file exists "$aPath2"] } {
return "$aPath2"
} else {
return ""
}
@@ -159,42 +153,31 @@ proc wokdep:SearchLib {theLib theBitness {theSearchPath ""}} {
# search in custom paths
foreach aLibPath [set ::CSF_OPT_LIB$theBitness] {
set aPath "${aLibPath}/${::SYS_LIB_PREFIX}${theLib}.${::SYS_LIB_SUFFIX}"
set aPath2 "${aLibPath}/${::SYS_LIB_PREFIX}${theLib}.a"
set aPath "${aLibPath}/${::SYS_LIB_PREFIX}${theLib}.${::SYS_LIB_SUFFIX}"
if { [file exists "$aPath"] } {
return "$aPath"
} elseif { "$::tcl_platform(platform)" != "windows" && [file exists "$aPath2"] } {
return "$aPath2"
}
}
# search in system
if { "$::ARCH" == "$theBitness"} {
set aPath "/usr/lib/${::SYS_LIB_PREFIX}${theLib}.${::SYS_LIB_SUFFIX}"
set aPath2 "/usr/lib/${::SYS_LIB_PREFIX}${theLib}.a"
set aPath "/usr/lib/${::SYS_LIB_PREFIX}${theLib}.${::SYS_LIB_SUFFIX}"
if { [file exists "$aPath"] } {
return "$aPath"
} elseif { [file exists "$aPath2"] } {
return "$aPath2"
}
}
if { "$::tcl_platform(os)" == "Linux" } {
if { "$theBitness" == "64" } {
set aPath "/usr/lib/x86_64-linux-gnu/lib${theLib}.so"
set aPath2 "/usr/lib/x86_64-linux-gnu/lib${theLib}.a"
set aPath "/usr/lib/x86_64-linux-gnu/lib${theLib}.so"
if { [file exists "$aPath"] } {
return "$aPath"
} elseif { [file exists "$aPath2"] } {
return "$aPath2"
}
} else {
set aPath "/usr/lib/i386-linux-gnu/lib${theLib}.so"
set aPath2 "/usr/lib/i386-linux-gnu/lib${theLib}.a"
set aPath "/usr/lib/i386-linux-gnu/lib${theLib}.so"
if { [file exists "$aPath"] } {
return "$aPath"
} elseif { [file exists "$aPath2"] } {
return "$aPath2"
}
}
}
@@ -241,11 +224,7 @@ proc wokdep:Preferred {theList theCmpl theArch} {
# keep only two first digits in "vc141"
if { ! [regexp {^vc[0-9][0-9]} $theCmpl aCmpl] } {
if { [regexp {^vclang} $theCmpl] } {
set aCmpl vc14
} else {
set aCmpl $theCmpl
}
set aCmpl $theCmpl
}
set aShortList {}
@@ -625,59 +604,6 @@ proc wokdep:SearchFFmpeg {theErrInc theErrLib32 theErrLib64 theErrBin32 theErrBi
return "$isFound"
}
# Search OpenVR SDK placement
proc wokdep:SearchOpenVR {theErrInc theErrLib32 theErrLib64 theErrBin32 theErrBin64} {
upvar $theErrInc anErrInc
upvar $theErrLib32 anErrLib32
upvar $theErrLib64 anErrLib64
upvar $theErrBin32 anErrBin32
upvar $theErrBin64 anErrBin64
set isFound "true"
set anOpenVrHPath [wokdep:SearchHeader "openvr.h"]
if { "$anOpenVrHPath" == "" } {
set aPath [wokdep:Preferred [glob -nocomplain -directory "$::PRODUCTS_PATH" -type d *{openvr}*] "$::VCVER" "$::ARCH" ]
if { "$aPath" != "" && [file exists "$aPath/include/openvr.h"] } {
lappend ::CSF_OPT_INC "$aPath/include"
} elseif { "$aPath" != "" && [file exists "$aPath/headers/openvr.h"] } {
lappend ::CSF_OPT_INC "$aPath/headers"
} else {
lappend anErrInc "Error: 'openvr.h' not found (OpenVR)"
set isFound "false"
}
}
set aPlatform "unknown"
if { "$::tcl_platform(platform)" == "windows" } {
set aPlatform "win"
} elseif { "$::tcl_platform(os)" == "Darwin" } {
set aPlatform "osx"
} elseif { "$::tcl_platform(os)" == "Linux" } {
set aPlatform "linux"
}
foreach anArchIter {64 32} {
set anOpenVrLibPath [wokdep:SearchLib "openvr_api" "$anArchIter"]
if { "$anOpenVrLibPath" == "" } {
set aPath [wokdep:Preferred [glob -nocomplain -directory "$::PRODUCTS_PATH" -type d *{openvr}*] "$::VCVER" "$anArchIter" ]
set anOpenVrLibPath [wokdep:SearchLib "openvr_api" "$anArchIter" "$aPath/lib/${aPlatform}${anArchIter}"]
set anOpenVrLibPath2 [wokdep:SearchLib "openvr_api" "$anArchIter" "$aPath/lib"]
if { "$anOpenVrLibPath" != "" } {
lappend ::CSF_OPT_LIB$anArchIter "$aPath/lib/${aPlatform}${anArchIter}"
lappend ::CSF_OPT_BIN$anArchIter "$aPath/bin/${aPlatform}${anArchIter}"
} elseif { "$anOpenVrLibPath2" != "" } {
lappend ::CSF_OPT_LIB$anArchIter "$aPath/lib"
lappend ::CSF_OPT_BIN$anArchIter "$aPath/bin"
} else {
lappend anErrLib$anArchIter "Error: '${::SYS_LIB_PREFIX}openvr_api.${::SYS_LIB_SUFFIX}' not found (OpenVR)"
if { "$::ARCH" == "$anArchIter"} { set isFound "false" }
}
}
}
return "$isFound"
}
# Search TBB library placement
proc wokdep:SearchTBB {theErrInc theErrLib32 theErrLib64 theErrBin32 theErrBin64} {
upvar $theErrInc anErrInc
@@ -688,11 +614,7 @@ proc wokdep:SearchTBB {theErrInc theErrLib32 theErrLib64 theErrBin32 theErrBin64
# keep only two first digits in "vc141"
if { ! [regexp {^vc[0-9][0-9]} ${::VCVER} aVcLib] } {
if { [regexp {^vclang} ${::VCVER}] } {
set aVcLib vc14
} else {
set aVcLib ${::VCVER}
}
set aVcLib ${::VCVER}
}
set isFound "true"
@@ -1075,8 +997,8 @@ proc wokdep:SearchVTK {theErrInc theErrLib32 theErrLib64 theErrBin32 theErrBin64
return "$isFound"
}
# Search Qt libraries placement
proc wokdep:SearchQt {theErrInc theErrLib32 theErrLib64 theErrBin32 theErrBin64} {
# Search Qt4 libraries placement
proc wokdep:SearchQt4 {theErrInc theErrLib32 theErrLib64 theErrBin32 theErrBin64} {
upvar $theErrInc anErrInc
upvar $theErrLib32 anErrLib32
upvar $theErrLib64 anErrLib64
@@ -1084,46 +1006,53 @@ proc wokdep:SearchQt {theErrInc theErrLib32 theErrLib64 theErrBin32 theErrBin64}
upvar $theErrBin64 anErrBin64
set isFound "true"
set aPath [wokdep:Preferred [glob -nocomplain -directory "$::PRODUCTS_PATH" -type d *{qt}*] "$::VCVER" "$::ARCH" ]
set aQMsgBoxHPath [wokdep:SearchHeader "QtGui/qguiapplication.h"]
set aQMsgBoxHPath [wokdep:SearchHeader "QtGui/qmessagebox.h"]
if { "$aQMsgBoxHPath" == "" } {
if { "$aPath" != "" && [file exists "$aPath/include/QtGui/qguiapplication.h"] } {
set aPath [wokdep:Preferred [glob -nocomplain -directory "$::PRODUCTS_PATH" -type d *{qt4}*] "$::VCVER" "$::ARCH" ]
if { "$aPath" != "" && [file exists "$aPath/include/QtGui/qmessagebox.h"] } {
lappend ::CSF_OPT_INC "$aPath/include"
lappend ::CSF_OPT_INC "$aPath/include/Qt"
lappend ::CSF_OPT_INC "$aPath/include/QtGui"
lappend ::CSF_OPT_INC "$aPath/include/QtCore"
lappend ::CSF_OPT_INC "$aPath/include/QtWidgets"
lappend ::CSF_OPT_INC "$aPath/include/QtXml"
} else {
lappend anErrInc "Error: 'QtGui/qguiapplication.h' not found"
if { [file exists "/usr/include/qt4/QtGui/qmessagebox.h"] } {
lappend ::CSF_OPT_INC "/usr/include/qt4"
lappend ::CSF_OPT_INC "/usr/include/qt4/Qt"
lappend ::CSF_OPT_INC "/usr/include/qt4/QtGui"
lappend ::CSF_OPT_INC "/usr/include/qt4/QtCore"
} else {
lappend anErrInc "Error: 'QtGui/qmessagebox.h' not found (Qt4)"
set isFound "false"
}
}
}
set aQtGuiLibName "QtGui"
if { "$::tcl_platform(platform)" == "windows" } {
set aQtGuiLibName "Qt5Gui"
set aQtGuiLibName "QtGui4"
}
foreach anArchIter {64 32} {
set aQMsgBoxLibPath [wokdep:SearchLib "${aQtGuiLibName}" "$anArchIter"]
if { "$aQMsgBoxLibPath" == "" } {
set aPath [wokdep:Preferred [glob -nocomplain -directory "$::PRODUCTS_PATH" -type d *{qt4}*] "$::VCVER" "$anArchIter" ]
set aQMsgBoxLibPath [wokdep:SearchLib "${aQtGuiLibName}" "$anArchIter" "$aPath/lib"]
if { "$aQMsgBoxLibPath" != "" } {
lappend ::CSF_OPT_LIB$anArchIter "$aPath/lib"
} else {
lappend anErrLib$anArchIter "Error: '${::SYS_LIB_PREFIX}${aQtGuiLibName}.${::SYS_LIB_SUFFIX}' not found (Qt)"
lappend anErrLib$anArchIter "Error: '${::SYS_LIB_PREFIX}${aQtGuiLibName}.${::SYS_LIB_SUFFIX}' not found (Qt4)"
if { "$::ARCH" == "$anArchIter"} { set isFound "false" }
}
}
if { "$::tcl_platform(platform)" == "windows" } {
set aQMsgBoxDllPath [wokdep:SearchBin "${aQtGuiLibName}.dll" "$anArchIter"]
set aQMsgBoxDllPath [wokdep:SearchBin "QtGui4.dll" "$anArchIter"]
if { "$aQMsgBoxDllPath" == "" } {
set aQMsgBoxDllPath [wokdep:SearchBin "${aQtGuiLibName}.dll" "$anArchIter" "$aPath/bin"]
set aPath [wokdep:Preferred [glob -nocomplain -directory "$::PRODUCTS_PATH" -type d *{qt4}*] "$::VCVER" "$anArchIter" ]
set aQMsgBoxDllPath [wokdep:SearchBin "QtGui4.dll" "$anArchIter" "$aPath/bin"]
if { "$aQMsgBoxDllPath" != "" } {
lappend ::CSF_OPT_BIN$anArchIter "$aPath/bin"
} else {
lappend anErrBin$anArchIter "Error: '${aQtGuiLibName}.dll' not found (Qt)"
lappend anErrBin$anArchIter "Error: 'QtGui4.dll' not found (Qt4)"
if { "$::ARCH" == "$anArchIter"} { set isFound "false" }
}
}

File diff suppressed because it is too large Load Diff

View File

@@ -1,12 +1,11 @@
#!/bin/bash
# This file has been generated by genproj.tcl script from CASROOT/adm/templates/codeblocks.sh
export TARGET="cbp"
source ./env.sh "$1" "$TARGET"
if [ -e "/Applications/CodeBlocks.app/Contents/MacOS/CodeBlocks" ]; then
/Applications/CodeBlocks.app/Contents/MacOS/CodeBlocks ./adm/$WOKSTATION/cbp/__SOLUTION__.workspace
/Applications/CodeBlocks.app/Contents/MacOS/CodeBlocks ./adm/$WOKSTATION/cbp/OCCT.workspace
else
codeblocks ./adm/$WOKSTATION/cbp/__SOLUTION__.workspace
codeblocks ./adm/$WOKSTATION/cbp/OCCT.workspace
fi

View File

@@ -25,8 +25,6 @@ set "HAVE_D3D=false"
set "HAVE_ZLIB=false"
set "HAVE_LIBLZMA=false"
set "HAVE_RAPIDJSON=false"
set "HAVE_OPENVR=false"
set "HAVE_E57=false"
set "CSF_OPT_INC="
set "CSF_OPT_LIB32="
set "CSF_OPT_LIB64="
@@ -78,9 +76,6 @@ if "%VCVER:~-4%" == "-uwp" (
set VCLIB=%VCLIB%-uwp
set VCPROP=Universal
)
if "%VCFMT%" == "vclang" (
set VCLIB=vc14
)
rem echo VCVER=%VCVER% VCFMT=%VCFMT% VCLIB=%VCLIB% VCPROP=%VCPROP%
rem ----- Parsing of Visual Studio platform -----
@@ -106,14 +101,6 @@ if not "%DevEnvDir%" == "" (
for /f "usebackq delims=" %%i in (`vswhere.exe -version "[15.0,15.99]" -requires Microsoft.VisualStudio.Workload.%VCPROP% -property installationPath`) do (
set "DevEnvDir=%%i\Common7\IDE\"
)
) else if /I "%VCFMT%" == "vc142" (
for /f "usebackq delims=" %%i in (`vswhere.exe -version "[16.0,16.99]" -latest -requires Microsoft.VisualStudio.Workload.%VCPROP% -property installationPath`) do (
set "DevEnvDir=%%i\Common7\IDE\"
)
) else if /I "%VCFMT%" == "vclang" (
for /f "usebackq delims=" %%i in (`vswhere.exe -version "[16.0,16.99]" -latest -requires Microsoft.VisualStudio.Workload.%VCPROP% -property installationPath`) do (
set "DevEnvDir=%%i\Common7\IDE\"
)
) else if /I "%VCFMT%" == "gcc" (
rem MinGW
) else (
@@ -125,8 +112,6 @@ if not "%DevEnvDir%" == "" (
echo vc12 = VS 2013 ^(SP3^)
echo vc14 = VS 2015
echo vc141 = VS 2017
echo vc142 = VS 2019
echo vclang = VS 2019 with ClangCL toolset
exit /B
)
@@ -151,16 +136,6 @@ if /I "%VCFMT%" == "vc9" (
set "VCVARS=%%i\VC\Auxiliary\Build\vcvarsall.bat"
)
set "VCPlatformToolSet=v141"
) else if /I "%VCFMT%" == "vc142" (
for /f "usebackq delims=" %%i in (`vswhere.exe -version "[16.0,16.99]" -latest -requires Microsoft.VisualStudio.Workload.%VCPROP% -property installationPath`) do (
set "VCVARS=%%i\VC\Auxiliary\Build\vcvarsall.bat"
)
set "VCPlatformToolSet=v142"
) else if /I "%VCFMT%" == "vclang" (
for /f "usebackq delims=" %%i in (`vswhere.exe -version "[16.0,16.99]" -latest -requires Microsoft.VisualStudio.Workload.%VCPROP% -property installationPath`) do (
set "VCVARS=%%i\VC\Auxiliary\Build\vcvarsall.bat"
)
set "VCPlatformToolSet=ClangCL"
) else if /I "%VCFMT%" == "gcc" (
rem MinGW
) else (
@@ -190,8 +165,6 @@ if ["%HAVE_D3D%"] == ["true"] set "PRODUCTS_DEFINES=%PRODUCTS_DEFINES% -DH
if ["%HAVE_ZLIB%"] == ["true"] set "PRODUCTS_DEFINES=%PRODUCTS_DEFINES% -DHAVE_ZLIB" & set "CSF_DEFINES=HAVE_ZLIB;%CSF_DEFINES%"
if ["%HAVE_LIBLZMA%"] == ["true"] set "PRODUCTS_DEFINES=%PRODUCTS_DEFINES% -DHAVE_LIBLZMA" & set "CSF_DEFINES=HAVE_LIBLZMA;%CSF_DEFINES%"
if ["%HAVE_RAPIDJSON%"] == ["true"] set "PRODUCTS_DEFINES=%PRODUCTS_DEFINES% -DHAVE_RAPIDJSON" & set "CSF_DEFINES=HAVE_RAPIDJSON;%CSF_DEFINES%"
if ["%HAVE_OPENVR%"] == ["true"] set "PRODUCTS_DEFINES=%PRODUCTS_DEFINES% -DHAVE_OPENVR" & set "CSF_DEFINES=HAVE_OPENVR;%CSF_DEFINES%"
if ["%HAVE_E57%"] == ["true"] set "PRODUCTS_DEFINES=%PRODUCTS_DEFINES% -DHAVE_E57" & set "CSF_DEFINES=HAVE_E57;%CSF_DEFINES%"
rem Eliminate VS warning
if ["%CSF_DEFINES%"] == [""] set "CSF_DEFINES=;"

View File

@@ -70,10 +70,6 @@ if not "%DevEnvDir%" == "" (
for /f "usebackq delims=" %%i in (`vswhere.exe -version "[15.0,15.99]" -requires Microsoft.VisualStudio.Workload.%VCPROP% -property installationPath`) do (
set "DevEnvDir=%%i\Common7\IDE\"
)
) else if /I "%VCFMT%" == "vc142" (
for /f "usebackq delims=" %%i in (`vswhere.exe -version "[16.0,16.99]" -latest -requires Microsoft.VisualStudio.Workload.%VCPROP% -property installationPath`) do (
set "DevEnvDir=%%i\Common7\IDE\"
)
) else if /I "%VCFMT%" == "gcc" (
rem MinGW
) else (
@@ -102,11 +98,6 @@ if /I "%VCFMT%" == "vc9" (
set "VCVARS=%%i\VC\Auxiliary\Build\vcvarsall.bat"
)
set "VCPlatformToolSet=v141"
) else if /I "%VCFMT%" == "vc142" (
for /f "usebackq delims=" %%i in (`vswhere.exe -version "[16.0,16.99]" -latest -requires Microsoft.VisualStudio.Workload.%VCPROP% -property installationPath`) do (
set "VCVARS=%%i\VC\Auxiliary\Build\vcvarsall.bat"
)
set "VCPlatformToolSet=v142"
) else if /I "%VCFMT%" == "gcc" (
rem MinGW
) else (

View File

@@ -15,9 +15,6 @@ export HAVE_VTK="false";
export HAVE_GLES2="false";
export HAVE_ZLIB="false";
export HAVE_LIBLZMA="false";
export HAVE_RAPIDJSON="false";
export HAVE_OPENVR="false";
export HAVE_E57="false";
export MACOSX_USE_GLX="false";
export CSF_OPT_INC=""
export CSF_OPT_LIB32=""
@@ -106,9 +103,6 @@ if [ "$HAVE_GLES2" == "true" ]; then export CSF_OPT_CMPL="${CSF_OPT_CMPL} -D
if [ "$HAVE_VTK" == "true" ]; then export CSF_OPT_CMPL="${CSF_OPT_CMPL} -DHAVE_VTK"; fi
if [ "$HAVE_ZLIB" == "true" ]; then export CSF_OPT_CMPL="${CSF_OPT_CMPL} -DHAVE_ZLIB"; fi
if [ "$HAVE_LIBLZMA" == "true" ]; then export CSF_OPT_CMPL="${CSF_OPT_CMPL} -DHAVE_LIBLZMA"; fi
if [ "$HAVE_RAPIDJSON" == "true" ]; then export CSF_OPT_CMPL="${CSF_OPT_CMPL} -DHAVE_RAPIDJSON"; fi
if [ "$HAVE_OPENVR" == "true" ]; then export CSF_OPT_CMPL="${CSF_OPT_CMPL} -DHAVE_OPENVR"; fi
if [ "$HAVE_E57" == "true" ]; then export CSF_OPT_CMPL="${CSF_OPT_CMPL} -DHAVE_E57"; fi
# Option to compile OCCT with X11 libs on Mac OS X
if [ "$MACOSX_USE_GLX" == "true" ]; then export CSF_OPT_CMPL="${CSF_OPT_CMPL} -DMACOSX_USE_GLX"; fi

View File

@@ -1,11 +1,10 @@
@echo off
rem This file has been generated by genproj.tcl script from CASROOT/adm/templates/msvc.bat
rem Setup environment
call "%~dp0env.bat" %1 %2 %3
rem Define path to project file
set "PRJFILE=%~dp0\adm\msvc\%VCVER%\__SOLUTION__.sln"
set "PRJFILE=%~dp0\adm\msvc\%VCVER%\OCCT.sln"
if not exist "%PRJFILE%" set "PRJFILE=%~dp0\adm\msvc\%VCVER%\Products.sln"
if not "%4" == "" (
set "PRJFILE=%4"

View File

@@ -159,7 +159,7 @@
<PreprocessorDefinitions>_DEBUG;$(CSF_DEFINES);%(PreprocessorDefinitions)</PreprocessorDefinitions>
</ResourceCompile>
<Link>
<AdditionalDependencies>__TKDEP_DEBUG__</AdditionalDependencies>
<AdditionalDependencies>__TKDEP__</AdditionalDependencies>
<OutputFile>.\..\..\..\win32\__VCVER__\bind\__TKNAM__.dll</OutputFile>
<SuppressStartupBanner>true</SuppressStartupBanner>
<AdditionalLibraryDirectories>..\..\..\win32\__VCVER__\libd;$(CSF_OPT_LIB32D);%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
@@ -255,7 +255,7 @@
<PreprocessorDefinitions>_DEBUG;$(CSF_DEFINES);%(PreprocessorDefinitions)</PreprocessorDefinitions>
</ResourceCompile>
<Link>
<AdditionalDependencies>__TKDEP_DEBUG__</AdditionalDependencies>
<AdditionalDependencies>__TKDEP__</AdditionalDependencies>
<OutputFile>.\..\..\..\win64\__VCVER__\bind\__TKNAM__.dll</OutputFile>
<SuppressStartupBanner>true</SuppressStartupBanner>
<AdditionalLibraryDirectories>..\..\..\win64\__VCVER__\libd;$(CSF_OPT_LIB64D);%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>

View File

@@ -149,7 +149,7 @@
<PreprocessorDefinitions>_DEBUG;$(CSF_DEFINES);%(PreprocessorDefinitions)</PreprocessorDefinitions>
</ResourceCompile>
<Link>
<AdditionalDependencies>__TKDEP_DEBUG__</AdditionalDependencies>
<AdditionalDependencies>__TKDEP__</AdditionalDependencies>
<SuppressStartupBanner>true</SuppressStartupBanner>
<AdditionalLibraryDirectories>..\..\..\win32\__VCVER__\libd;$(CSF_OPT_LIB32D);%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<GenerateDebugInformation>true</GenerateDebugInformation>
@@ -238,7 +238,7 @@
<PreprocessorDefinitions>_DEBUG;$(CSF_DEFINES);%(PreprocessorDefinitions)</PreprocessorDefinitions>
</ResourceCompile>
<Link>
<AdditionalDependencies>__TKDEP_DEBUG__</AdditionalDependencies>
<AdditionalDependencies>__TKDEP__</AdditionalDependencies>
<SuppressStartupBanner>true</SuppressStartupBanner>
<AdditionalLibraryDirectories>..\..\..\win64\__VCVER__\libd;$(CSF_OPT_LIB64D);%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<GenerateDebugInformation>true</GenerateDebugInformation>

View File

@@ -1,8 +1,7 @@
#!/bin/bash
# This file has been generated by genproj.tcl script from CASROOT/adm/templates/xcode.sh
export TARGET="xcd"
source ./env.sh "$1" "$TARGET"
open -a Xcode ./adm/mac/xcd/__SOLUTION__.xcworkspace
open -a Xcode ./adm/mac/xcd/OCCT.xcworkspace

View File

@@ -14,7 +14,6 @@ overview/overview.md
../samples/qt/AndroidQt/ReadMe.md
../samples/java/jniviewer/ReadMe.md
../samples/ios/UIKitSample/ReadMe.md
../samples/webgl/ReadMe.md
tutorial/tutorial.md
@@ -45,7 +44,6 @@ dev_guides/git_guide/git_guide.md
dev_guides/tests/tests.md
dev_guides/debug/debug.md
dev_guides/upgrade/upgrade.md
dev_guides/visualization/pbr_math.md
dev_guides/building/building.md
dev_guides/building/3rdparty/3rdparty_windows.md

View File

@@ -26,6 +26,5 @@ dev_guides/contribution/coding_rules.md
dev_guides/git_guide/git_guide.md
dev_guides/tests/tests.md
dev_guides/upgrade/upgrade.md
dev_guides/visualization/pbr_math.md
tutorial/tutorial.md

View File

@@ -10,7 +10,7 @@ products used by Open CASCADE Technology and samples on Linux platform.
The links for downloading the third-party products are available on the web site
of OPEN CASCADE SAS at
https://www.opencascade.com/content/3rd-party-components.
http://www.opencascade.com/content/3rd-party-components.
There are two types of third-party products, which are necessary to build OCCT:
@@ -30,7 +30,7 @@ Tcl/Tk is required for DRAW test harness.
@subsubsection dev_guides__building_3rdparty_linux_2_1_2 Installation from sources: Tcl
Download the necessary archive from https://www.tcl.tk/software/tcltk/download.html and unpack it.
Download the necessary archive from http://www.tcl.tk/software/tcltk/download.html and unpack it.
1. Enter the unix sub-directory of the directory where the Tcl source files are located <i>(TCL_SRC_DIR)</i>.
@@ -53,7 +53,7 @@ Download the necessary archive from https://www.tcl.tk/software/tcltk/download.h
@subsubsection dev_guides__building_3rdparty_linux_2_1_3 Installation from sources: Tk
Download the necessary archive from https://www.tcl.tk/software/tcltk/download.html and unpack it.
Download the necessary archive from http://www.tcl.tk/software/tcltk/download.html and unpack it.
1. Enter the unix sub-directory of the directory where the Tk source files are located <i>(TK_SRC_DIR)</i>
@@ -78,7 +78,7 @@ Download the necessary archive from https://www.tcl.tk/software/tcltk/download.h
@subsection dev_guides__building_3rdparty_linux_2_2 FreeType
FreeType is required for text display in the 3D viewer.
Download the necessary archive from https://sourceforge.net/projects/freetype/files/ and unpack it.
Download the necessary archive from http://sourceforge.net/projects/freetype/files/ and unpack it.
1. Enter the directory where the source files of FreeType are located <i>(FREETYPE_SRC_DIR)</i>.
@@ -103,13 +103,13 @@ Download the necessary archive from https://sourceforge.net/projects/freetype/fi
@subsection dev_guides__building_3rdparty_linux_3_1 TBB
This third-party product is installed with binaries from the archive that can be downloaded from https://github.com/intel/tbb.
This third-party product is installed with binaries from the archive that can be downloaded from http://threadingbuildingblocks.org.
Go to the **Download** page, find the release version you need and pick the archive for Linux platform.
To install, unpack the downloaded archive of TBB product.
@subsection dev_guides__building_3rdparty_linux_3_3 FreeImage
Download the necessary archive from https://sourceforge.net/projects/freeimage/files/Source%20Distribution/
Download the necessary archive from http://sourceforge.net/projects/freeimage/files/Source%20Distribution/
and unpack it. The directory with unpacked sources is further referred to as *FREEIMAGE_SRC_DIR*.
1. Modify *FREEIMAGE_SRC_DIR/Source/OpenEXR/Imath/ImathMatrix.h*:
@@ -174,11 +174,11 @@ and unpack it. The directory with unpacked sources is further referred to as *F
@subsection dev_guides__building_3rdparty_linux_3_4 VTK
You can download VTK sources from https://www.vtk.org/VTK/resources/software.html
You can download VTK sources from http://www.vtk.org/VTK/resources/software.html
### The building procedure:
Download the necessary archive from https://www.vtk.org/VTK/resources/software.html and unpack it.
Download the necessary archive from http://www.vtk.org/VTK/resources/software.html and unpack it.
1. Install or build *cmake* product from the source file.
2. Start *cmake* in GUI mode with the directory where the source files of *VTK* are located:

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@@ -8,7 +8,7 @@ This document presents additional guidelines for building third-party products
used by Open CASCADE Technology and samples on Mac OS X platform (10.6.4 and later).
The links for downloading the third-party products are available
on the web site of OPEN CASCADE SAS at https://www.opencascade.com/content/3rd-party-components.
on the web site of OPEN CASCADE SAS at http://www.opencascade.com/content/3rd-party-components.
There are two types of third-party products, which are necessary to build OCCT:
@@ -27,7 +27,7 @@ Tcl/Tk is required for DRAW test harness. Version 8.5 or 8.6 can be used with O
@subsubsection dev_guides__building_3rdparty_osx_2_1_2 Installation from sources: Tcl 8.5
Download the necessary archive from https://www.tcl.tk/software/tcltk/download.html and unpack it.
Download the necessary archive from http://www.tcl.tk/software/tcltk/download.html and unpack it.
1. Enter the *macosx* sub-directory of the directory where the Tcl source files are located <i>(TCL_SRC_DIR)</i>.
@@ -50,7 +50,7 @@ Download the necessary archive from https://www.tcl.tk/software/tcltk/download.h
@subsubsection dev_guides__building_3rdparty_osx_2_1_3 Installation from sources: Tk 8.5
Download the necessary archive from https://www.tcl.tk/software/tcltk/download.html and unpack it.
Download the necessary archive from http://www.tcl.tk/software/tcltk/download.html and unpack it.
1. Enter the *macosx* sub-directory of the directory where the source files of Tk are located <i>(TK_SRC_DIR)</i>.
@@ -74,7 +74,7 @@ Download the necessary archive from https://www.tcl.tk/software/tcltk/download.h
FreeType is required for text display in the 3D viewer.
Download the necessary archive from https://sourceforge.net/projects/freetype/files/ and unpack it.
Download the necessary archive from http://sourceforge.net/projects/freetype/files/ and unpack it.
1. Enter the directory where the source files of FreeType are located <i>(FREETYPE_SRC_DIR)</i>.
@@ -100,7 +100,7 @@ Download the necessary archive from https://sourceforge.net/projects/freetype/fi
@subsection dev_guides__building_3rdparty_osx_3_1 TBB 3.x or 4.x
This third-party product is installed with binaries from the archive
that can be downloaded from https://github.com/intel/tbb.
that can be downloaded from http://threadingbuildingblocks.org/.
Go to the **Download** page, find the release version you need (e.g. *tbb30_018oss*)
and pick the archive for Mac OS X platform.
To install, unpack the downloaded archive of TBB 3.0 product (*tbb30_018oss_osx.tgz*).
@@ -108,12 +108,12 @@ To install, unpack the downloaded archive of TBB 3.0 product (*tbb30_018oss_osx.
@subsection dev_guides__building_3rdparty_osx_3_3 FreeImage 3.14.1 or 3.15.x
Download the necessary archive from
https://sourceforge.net/projects/freeimage/files/Source%20Distribution/
http://sourceforge.net/projects/freeimage/files/Source%20Distribution/
and unpack it. The directory with unpacked sources is further referred to as *FREEIMAGE_SRC_DIR*.
Note that for building FreeImage on Mac OS X 10.7 you should replace *Makefile.osx*
in *FREEIMAGE_SRC_DIR* by the corrected file, which you can find in attachment to issue #22811 in OCCT Mantis bug tracker
(https://tracker.dev.opencascade.org/file_download.php?file_id=6937&type=bug).
(http://tracker.dev.opencascade.org/file_download.php?file_id=6937&type=bug).
1. If you build FreeImage 3.15.x you can skip this step.
Modify <i>FREEIMAGE_SRC_DIR/Source/OpenEXR/Imath/ImathMatrix.h:</i>

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@@ -8,7 +8,7 @@ This document presents guidelines for building third-party products used by Open
You need to use the same version of MS Visual Studio for building all third-party products and OCCT itself, in order to receive a consistent set of run-time binaries.
The links for downloading the third-party products are available on the web site of OPEN CASCADE SAS at https://www.opencascade.com/content/3rd-party-components.
The links for downloading the third-party products are available on the web site of OPEN CASCADE SAS at http://www.opencascade.com/content/3rd-party-components.
There are two types of third-party products used by OCCT:
@@ -32,7 +32,7 @@ Tcl/Tk is required for DRAW test harness.
@subsubsection dev_guides__building_3rdparty_win_2_1_1 Installation from sources: Tcl
Download the necessary archive from https://www.tcl.tk/software/tcltk/download.html and unpack it.
Download the necessary archive from http://www.tcl.tk/software/tcltk/download.html and unpack it.
1. In the *win* sub-directory, edit file *buildall.vc.bat*:
@@ -85,7 +85,7 @@ Download the necessary archive from https://www.tcl.tk/software/tcltk/download.h
@subsubsection dev_guides__building_3rdparty_win_2_1_2 Installation from sources: Tk
Download the necessary archive from https://www.tcl.tk/software/tcltk/download.html and unpack it.
Download the necessary archive from http://www.tcl.tk/software/tcltk/download.html and unpack it.
Apply the same steps as described for building Tcl above, with the same INSTALLDIR.
Note that Tk produces its own executable, called *wish*.
@@ -94,7 +94,7 @@ You might need to edit default value of *TCLDIR* variable defined in *buildall.v
@subsection dev_guides__building_3rdparty_win_2_2 FreeType
FreeType is required for text display in a 3D viewer. You can download its sources from https://sourceforge.net/projects/freetype/files/
FreeType is required for text display in a 3D viewer. You can download its sources from http://sourceforge.net/projects/freetype/files/
### The building procedure
@@ -148,7 +148,7 @@ FreeType is required for text display in a 3D viewer. You can download its sourc
@subsection dev_guides__building_3rdparty_win_3_1 TBB
This third-party product is installed with binaries
from the archive that can be downloaded from https://github.com/intel/tbb.
from the archive that can be downloaded from http://threadingbuildingblocks.org/.
Go to the **Download** page, find the release version you need (e.g. *tbb30_018oss*) and pick the archive for Windows platform.
Unpack the downloaded archive of TBB product into the *3rdparty* folder.
@@ -159,7 +159,7 @@ Further in this document, this folder is referred to as *tbb*.
This third-party product should be built as a dynamically loadable library (.dll file).
You can download its sources from
https://sourceforge.net/projects/freeimage/files/Source%20Distribution/
http://sourceforge.net/projects/freeimage/files/Source%20Distribution/
### The building procedure:
@@ -232,7 +232,7 @@ VTK is an open-source, freely available software system for 3D computer graphics
### The building procedure:
1. Download the necessary archive from https://www.vtk.org/VTK/resources/software.html and unpack it into *3rdparty* folder.
1. Download the necessary archive from http://www.vtk.org/VTK/resources/software.html and unpack it into *3rdparty* folder.
As a result, you will get a folder named, for example, <i>3rdparty\VTK-6.1.0.</i>

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@@ -10,9 +10,9 @@ The steps on Windows and Ubuntu are similar. There is the only one difference: m
on Windows and native GNU make on Ubuntu.
Required tools (download and install if it is required):
- CMake v3.7+ https://www.cmake.org/cmake/resources/software.html
- CMake v3.7+ http://www.cmake.org/cmake/resources/software.html
- Android NDK rev.10+ https://developer.android.com/tools/sdk/ndk/index.html
- GNU Make: MinGW v4.82+ for Windows (https://sourceforge.net/projects/mingw/files/), GNU Make 4.0 for Ubuntu.
- GNU Make: MinGW v4.82+ for Windows (http://sourceforge.net/projects/mingw/files/), GNU Make 4.0 for Ubuntu.
## Prerequisites
@@ -64,7 +64,7 @@ Then makefiles will appear in the build folder (e.g. <i> D:/occt/build-android <
Alternatively one may specify the values without a toolchain file:
> cmake -G "MinGW Makefiles" -DCMAKE_SYSTEM_NAME=Android -DCMAKE_ANDROID_NDK=D:/DevTools/android-ndk-r13b -DCMAKE_ANDROID_STL_TYPE=gnustl_shared -DCMAKE_SYSTEM_VERSION=21 -DCMAKE_ANDROID_ARCH_ABI=armeabi-v7a -DCMAKE_MAKE_PROGRAM=D:/DevTools/MinGW/bin/mingw32-make.exe -D3RDPARTY_DIR=D:/occt-3rdparty D:/occt
> cmake -G "MinGW Makefiles" -DCMAKE_SYSTEM_NAME=Android -DCMAKE_ANDROID_NDK=D:/DevTools/android-ndk-r13b -DCMAKE_ANDROID_STL_TYPE=gnustl_shared -DCMAKE_SYSTEM_VERSION=15 -DCMAKE_ANDROID_ARCH_ABI=armeabi-v7a -DCMAKE_MAKE_PROGRAM=D:/DevTools/MinGW/bin/mingw32-make.exe -D3RDPARTY_DIR=D:/occt-3rdparty D:/occt
@figure{/dev_guides/building/android/images/android_image006.png}

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@@ -6,7 +6,7 @@ The list of required libraries depends on what OCCT modules will be used, and yo
The typical minimum is **Freetype** (necessary for Visualization) and **Tcl/Tk** (for DRAW Test Harness).
See "Third-party libraries" section in \ref OCCT_OVW_SECTION_5 "Overview" for a full list.
On Windows, the easiest way to install third-party libraries is to download archive with pre-built binaries from https://www.opencascade.com/content/3rd-party-components.
On Windows, the easiest way to install third-party libraries is to download archive with pre-built binaries from http://www.opencascade.com/content/3rd-party-components.
On Linux and OS X, it is recommended to use the version installed in the system natively.
You can also build third-party libraries from their sources:

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@@ -82,7 +82,6 @@ The following table gives the full list of environment variables used at the con
|----------|------|---------|
| CMAKE_BUILD_TYPE | String | Specifies the build type on single-configuration generators (such as make). Possible values are Debug, Release and RelWithDebInfo |
| USE_FREEIMAGE | Boolean flag | Indicates whether FreeImage product should be used in OCCT visualization module for support of popular graphics image formats (PNG, BMP, etc.) |
| USE_RAPIDJSON | Boolean flag | Indicates whether RapidJSON product should be used in OCCT Data Exchange module for support of glTF mesh file format |
| USE_TBB | Boolean flag | Indicates whether TBB 3rd party is used or not. TBB stands for Threading Building Blocks, the technology of Intel Corp, which comes with different mechanisms and patterns for injecting parallelism into your application. OCCT remains parallel even without TBB product |
| USE_VTK | Boolean flag | Indicates whether VTK 3rd party is used or not. VTK stands for Visualization ToolKit, the technology of Kitware Inc intended for general-purpose scientific visualization. OCCT comes with a bridge between CAD data representation and VTK by means of its dedicated VIS component (VTK Integration Services). You may skip this 3rd party unless you are planning to use VTK visualization for OCCT geometry. See the official documentation @ref occt_user_guides__vis for the details on VIS |
| 3RDPARTY_DIR | Path | Defines the root directory where all required 3rd party products will be searched. Once you define this path it is very convenient to click "Configure" button in order to let CMake automatically detect all necessary products|

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@@ -18,7 +18,7 @@ If you have official distribution with project files included, you can use them
Before building OCCT, make sure to have all the required third-party libraries installed.
The easiest way to install third-party libraries is to download archive with pre-built binaries, corresponding to version of Visual Studio you are using, from https://www.opencascade.com/content/3rd-party-components.
The easiest way to install third-party libraries is to download archive with pre-built binaries, corresponding to version of Visual Studio you are using, from http://www.opencascade.com/content/3rd-party-components.
You can also build third-party libraries from their sources, see @ref occt_dev_guides__building_3rdparty_windows for instructions.
@@ -37,8 +37,6 @@ If you have Visual Studio projects already available (pre-installed or generated
| vc14-uwp | 2015 (14) | UWP (Universal Windows Platform) | vc14-uwp |
| vc141 | 2017 (15) | Desktop (Windows API) | vc14 |
| vc141-uwp | 2017 (15) | UWP (Universal Windows Platform) | vc14-uwp |
| vc142 | 2019 (16) | Desktop (Windows API) | vc14 |
| vc142-uwp | 2019 (16) | UWP (Universal Windows Platform) | vc14-uwp |
* *ARCH* -- architecture (32 or 64), affects only *PATH* variable for execution
* <i>HAVE_*</i> -- flags to enable or disable use of optional third-party products

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@@ -82,7 +82,7 @@ To start *DRAWEXE*, which has been built with Xcode on Mac OS X, perform the fol
3.Run the script
~~~~~
./draw.sh xcd [d]
./draw_cbp.sh xcd [d]
~~~~~
Option *d* is used if OCCT has been built in **Debug** mode.

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@@ -10,7 +10,7 @@ The purpose of this document is to describe standard workflow for processing con
Each contribution should have corresponding issue (bug, or feature, or integration request)
registered in the MantisBT issue tracker system accessible by URL
https://tracker.dev.opencascade.org.
http://tracker.dev.opencascade.org.
The issue is processed according to the described workflow.
@subsection occt_contribution_intro_access Access levels

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@@ -136,70 +136,11 @@ const char* GeomTools_Dump (void* theHandlePtr)
Dump geometric object to cout.
- *theHandlePtr* -- a pointer to the geometric variable (<i>Handle</i> to *Geom_Geometry* or *Geom2d_Curve* or descendant) to be set.
@section occt_debug_dump_json Dump OCCT objects into Json
Many OCCT classes may dump the current state into the stream. This stream contains the information about the class field into the field value/s.
It is possible to prepare recursive dump using corresponded macro for class fields. The depth of this recursion is defined by parameter of the dump.
The object defines What parameters should be presented in the Dump. The usual way is to dump all object fields.
@subsection occt_debug_dump_json_object Implementation in object
Steps to prepare dump of the object into json:
1. Create method <b>DumpJson</b>. The method should accept the output stream and the depth for the fields dump.
Depth, equal to zero means that only fields of this class should be dumped. Default value -1 means that whole tree of dump will be built recursively calling dump of all fields.
2. Put into the first row of the method <b>OCCT_DUMP_CLASS_BEGIN</b> or <b>OCCT_DUMP_TRANSIENT_CLASS_BEGIN</b> (for Standard_Transient objects).
This macro appends class name into output stream.
3. Add several macro to store field values.
The following macro are defined to cover the object parameters into json format:
| Name | Result in json |
| :-------------------------- | :--------|
| OCCT_DUMP_FIELD_VALUE_NUMERICAL | "field": value |
| OCCT_DUMP_FIELD_VALUE_STRING | "field": "value" |
| OCCT_DUMP_FIELD_VALUE_POINTER | "field": "pointer address" |
| OCCT_DUMP_FIELD_VALUES_DUMPED | "field": { result of field->DumpJson(...) } |
| OCCT_DUMP_FIELD_VALUES_NUMERICAL | "field": [value_1, ..., value_n]
| OCCT_DUMP_FIELD_VALUES_STRING | "field": ["value_1", ..., "value_n"]
| OCCT_DUMP_BASE_CLASS | "kind": { result of kind::DumpJson(...) } |
@subsection occt_debug_dump_json_draw Using in DRAW
In DRAW, key '-dumpJson' is used to dump an object.
It is implemented in 'vaspect' and 'boundingbox' commands.
Json output for Bnd_OBB (using command 'bounding v -obb -dumpJson'):
~~~~~
"Bnd_OBB": {
"Center": {
"gp_XYZ": [1, 2, 3]
},
"Axes[0]": {
"gp_XYZ:" [1, 0, 0]
},
"Axes[1]": {
"gp_XYZ:" [0, 1, 0]
},
"Axes[2]": {
"gp_XYZ:" [0, 0, 1]
},
"HDims[0]": 0,
"HDims[1]": 0,
"HDims[2]": 0,
"IsAABox": 1,
}
~~~~~
@section occt_debug_vstudio Using Visual Studio debugger
@subsection occt_debug_vstudio_command Command window
Visual Studio debugger provides the Command Window (can be activated from menu <b>View / Other Windows / Command Window</b>), which can be used to evaluate variables and expressions interactively in a debug session (see https://msdn.microsoft.com/en-us/library/c785s0kz.aspx). Note that the Immediate Window can also be used but it has some limitations, e.g. does not support aliases.
Visual Studio debugger provides the Command Window (can be activated from menu <b>View / Other Windows / Command Window</b>), which can be used to evaluate variables and expressions interactively in a debug session (see http://msdn.microsoft.com/en-us/library/c785s0kz.aspx). Note that the Immediate Window can also be used but it has some limitations, e.g. does not support aliases.
When the execution is interrupted by a breakpoint, you can use this window to call the above described functions in context of the currently debugged function. Note that in most cases you will need to specify explicitly context of the function by indicating the name of the DLL where it is defined.
@@ -369,53 +310,3 @@ Each counter has its name shown when the collected statistics are printed.
In DRAW, use command *dperf* to print all performance statistics.
Note that performance counters are not thread-safe.
@section occt_debug_sanitizers Use of compiler sanitizers
GCC and Clang compilers provide options for instrumenting the code with the tools intended for detection of run-time errors, called sanitizers.
This section provides some hints for using sanitizers for detecting possible errors in OCCT code.
@subsection occt_debug_sanitizers_linux Linux
Example of configuration steps for Ubuntu:
1. In CMake configuration:
- Use up-to-date version of the GCC or CLang compiler; make sure that if CMAKE_CXX_COMPILER is set to C++ compiler (e.g. "clang++-6.0") and CMAKE_C_COMPILER is set to C compiler (e.g. "clang-6.0")
- Ensure that CMAKE_LINKER is set to the C++ linker bundled with compiler (e.g. clang++-6.0); this is important to avoid linking problems
- For building with Address sanitizer, set CMAKE_CXX_FLAGS and CMAKE_C_FLAGS to "-fsanitize=address -fno-omit-frame-pointer -fno-optimize-sibling-calls"
- For building with Undefined Behavior sanitizer, set CMAKE_CXX_FLAGS and CMAKE_C_FLAGS to "-fsanitize=undefined -fno-omit-frame-pointer -fno-optimize-sibling-calls"
- Set CMAKE_BUILD_TYPE to RelWithDebInfo to get more informative stack traces on errors
2. Build as usual (make)
Be prepared that it works much slower than normal build and consumes more disk space.
3. Before running executable, make sure that "llvm-symbolizer" is in PATH; this is necessary to get human-readable stack traces. The tool must have exactly that name.
If it is installed in common folder (/usr/bin or similar) with different name, one option is to create a symlink, for instance:
> sudo ln -s /usr/bin/llvm-symbolizer-6.0 /usr/bin/llvm-symbolizer
Alternatively, add directory where actual llvm-symbolizer is located (such as /usr/lib/llvm-6.0/bin) to the PATH variable.
4. Set environment variable to disable memory leaks detection (they seem to be reported for every global variable at exit, not much useful):
> export ASAN_OPTIONS=detect_leaks=0
5. Set environment variable CSF_CPULIMIT_FACTOR to reasonably large number to increase the time limits for program execution (used by OCCT tests) to compensate the performance penalty introduced by sanitizers:
> export CSF_CPULIMIT_FACTOR=20
6. When using UBSan, set environment variable UBSAN_OPTIONS to get stack traces:
> export UBSAN_OPTIONS=print_stacktrace=1
7. Run DRAW and perform tests as usual, keeping in mind that running with sanitizer is much heavier than normal build:
> ./draw.sh relwithdeb <br>
> Draw[]> testgrid -parallel 0
Note that when running tests under sanitizers, behavior may be different.
Known problems (as of CLang 6.0) are:
- Software signals (access violation etc.) are not handled
- Heap memory usage always reports zero
@subsection occt_debug_sanitizers_windows Windows
Though CLang toolset is available in Visual Studio 2015 and newer, sanitizer do not seem to be available out of the box (last tested with VS 2019 16.2.3).

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@@ -11,10 +11,6 @@ The following documents provide information on OCCT building, development and te
* @subpage occt_dev_guides__tests "Automatic Testing system"
* @subpage occt_dev_guides__debug "Debugging tools and hints"
The following documents provide information on OCCT algorithms background:
* @subpage occt_dev_guides__pbr_math "Physically-based Rendering math (PBR for rasterization)"
The following guide provides information relevant to upgrading applications developed with previous versions of OCCT, to recent one:
* @subpage occt_dev_guides__upgrade "Upgrade from previous OCCT versions"

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@@ -12,15 +12,15 @@ This document provides practical guidelines for generation and editing of OCCT u
You need to have the following software installed to generate the documentation.
**Tcl/Tk**
Version 8.5 or 8.6: https://www.tcl.tk/software/tcltk/download.html
Version 8.5 or 8.6: http://www.tcl.tk/software/tcltk/download.html
**Doxygen**
Version 1.8.4 or above: http://www.doxygen.nl/download.html
Version 1.8.4 or above: http://www.stack.nl/~dimitri/doxygen/download.html
**Dot**
Part of Graphviz software, used by Doxygen for generation of class diagrams in Reference Manual: https://www.graphviz.org/download/
Part of Graphviz software, used by Doxygen for generation of class diagrams in Reference Manual: http://www.graphviz.org/Download..php
**MiKTeX** or other package providing **pdflatex** command (only needed for generation of PDF documents): https://miktex.org/download
**MiKTeX** or other package providing **pdflatex** command (only needed for generation of PDF documents): http://miktex.org/download
**Inkscape** (only needed for generation of PDF documents containing SVG images): http://www.inkscape.org/download

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@@ -12,7 +12,7 @@ Guide to installing and using Git for OCCT development {#occt_dev_guides__git_gu
and to facilitate the use of the official OCCT Git repository for code contribution to OCCT.
It can be useful to learn more about Git concepts and tools from a book a or manual.
Many good books on Git can be found at https://git-scm.com/documentation
Many good books on Git can be found at http://git-scm.com/documentation
For the experienced Git users it can be enough to read sections 1 and 3
of this document to start working with the repository.
@@ -21,7 +21,7 @@ Guide to installing and using Git for OCCT development {#occt_dev_guides__git_gu
that describes how Git is used for processing contributions to OCCT.
This and related documents are available at the Resources page
of the OCCT development portal at https://dev.opencascade.org/index.php?q=home/resources.
of the OCCT development portal at http://dev.opencascade.org/index.php?q=home/resources.
@subsection occt_gitguide_1_2 Git URL
@@ -113,7 +113,7 @@ The official repository contains:
@subsubsection occt_gitguide_2_1_2 Installation and configuration of TortoiseGit
Download TortoiseGit distributive from https://tortoisegit.org/download/.
Download TortoiseGit distributive from http://code.google.com/p/tortoisegit/downloads/list.
Launch the installation.
* Select your SSH client. Choose option
@@ -238,7 +238,7 @@ The official repository contains:
@subsection occt_gitguide_3_3 Adding public key in your account
Log in on the portal https://dev.opencascade.org and click on **My account** link to the right. If you have a Contributor status, you will see **SSH keys** tab to the right.
Log in on the portal http://dev.opencascade.org and click on **My account** link to the right. If you have a Contributor status, you will see **SSH keys** tab to the right.
Click on that tab, then click **Add a public key**, and paste the text of the public key (see above sections on how to generate the key) into the text box.
@@ -496,7 +496,7 @@ To rebase your branch into a single commit, you need to do the following:
The changes made in the branch can be reviewed without direct access to Git, using GitWeb interface:
* Open GitWeb in your web browser: https://git.dev.opencascade.org/gitweb/?p=occt.git
* Open GitWeb in your web browser: http://git.dev.opencascade.org/gitweb/?p=occt.git
* Locate the branch you want to review among **heads** (click ‘…’ at the bottom of the page to see the full list).
* Click **log** (or **shortlog**) to see the history of the branch.

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@@ -347,7 +347,7 @@ The test group may contain *parse.rules* file. This file defines patterns used f
Each line in the file should specify a status (single word), followed by a regular expression delimited by slashes (*/*) that will be matched against lines in the test output log to check if it corresponds to this status.
The regular expressions should follow <a href="https://www.tcl.tk/man/tcl/TclCmd/re_syntax.htm">Tcl syntax</a>, with a special exception that "\b" is considered as word limit (Perl-style), in addition to "\y" used in Tcl.
The regular expressions should follow <a href="http://www.tcl.tk/man/tcl/TclCmd/re_syntax.htm">Tcl syntax</a>, with a special exception that "\b" is considered as word limit (Perl-style), in addition to "\y" used in Tcl.
The rest of the line can contain a comment message, which will be added to the test report when this status is detected.
@@ -622,7 +622,7 @@ The new test created for an unsolved problem should return BAD. The new test cre
@subsection testmanual_3_6 Marking BAD cases
If the test produces an invalid result at a certain moment then the corresponding bug should be created in the OCCT issue tracker located at https://tracker.dev.opencascade.org, and the problem should be marked as TODO in the test script.
If the test produces an invalid result at a certain moment then the corresponding bug should be created in the OCCT issue tracker located at http://tracker.dev.opencascade.org, and the problem should be marked as TODO in the test script.
The following statement should be added to such a test script:
~~~~~

View File

@@ -439,7 +439,7 @@ class TColStd_Array1OfReal; -> #include <TColStd_Array1OfReal.hxx>
~~~~~
Handle_Class -> Handle(Class)
~~~~~
This change is not applied if the source or header file is recognized as containing the definition of Qt class with signals or slots, to avoid possible compilation errors of MOC files caused by inability of MOC to recognize macros (see https://doc.qt.io/qt-4.8/signalsandslots.html).
This change is not applied if the source or header file is recognized as containing the definition of Qt class with signals or slots, to avoid possible compilation errors of MOC files caused by inability of MOC to recognize macros (see http://doc.qt.io/qt-4.8/signalsandslots.html).
The file is considered as defining a Qt object if it contains strings *Q_OBJECT* and either *slots:* or *signals:*.
4. Removes forward declarations of classes with names <i>Handle(C)</i> or *Handle_C*, replacing them either by forward declaration of its argument class, or (for files defining Qt objects) <i>\#include</i> statement for a header with the name of the argument class and extension .hxx:
@@ -736,9 +736,9 @@ If you like to preserve the compatibility of your application code with OCCT ver
If your application is essentially based on CDL, and you need to upgrade it to OCCT 7.0, you will very likely need to convert your application code to non-CDL form.
This is a non-trivial effort; the required actions would depend strongly on the structure of the code and used CDL features.
The upgrade script and sources of a specialized WOK version used for OCCT code upgrade can be found in WOK Git repository in branch [CR0_700_2](https://git.dev.opencascade.org/gitweb/?p=occt-wok.git;a=log;h=refs/heads/CR0_700_2).
The upgrade script and sources of a specialized WOK version used for OCCT code upgrade can be found in WOK Git repository in branch [CR0_700_2](http://git.dev.opencascade.org/gitweb/?p=occt-wok.git;a=log;h=refs/heads/CR0_700_2).
[Contact us](https://www.opencascade.com/contact/) if you need more help.
[Contact us](http://www.opencascade.com/contact/) if you need more help.
@subsection upgrade_occt700_bspline Separation of BSpline cache
@@ -1584,6 +1584,10 @@ To use the custom printer in OCAF, it can be either added to default messenger o
@subsection upgrade_740_BRepPrimAPI_MakeRevol Changes in BRepPrimAPI_MakeRevol algorithm
Previously the algorithm could create a shape with the same degenerated edge shared between some faces. Now it is prevented. The algorithm creates the different copy of this edge for each face. The method *Generated(...)* has been changed in order to apply restriction to the input shape: input shape can be only of type VERTEX, EDGE, FACE or SOLID. For input shape of another type the method always returns empty list.
@subsection upgrade_740_extremaalgo Changes in behavior of Extrema algorithms
Since OCCT 7.4.0 exception is thrown on the attempt of taking points in case of infinite number of solution (IsParallel status). Request of distances is available as before. Method NbExt() always returns 1 in such cases.
@subsection upgrade_740_removed Removed features
* The following methods of the class *BRepAlgoAPI_BooleanOperation* have been removed as obsolete or replaced:
- *BuilderCanWork* can be replaced with *IsDone* or *HasErrors* method.
@@ -1712,40 +1716,6 @@ aGroup->SetPrimitivesAspect (myDrawer->LineAspect()->Aspect()); //!< next array
aGroup->AddPrimitiveArray (aLines);
~~~~
@subsection upgrade_740_materials Material definition
Decomposition of Ambient, Diffuse, Specular and Emissive properties has been eliminated within *Graphic3d_MaterialAspect* definition.
As result, the following methods of *Graphic3d_MaterialAspect* class have been removed: SetReflectionMode(), SetReflectionModeOn(), Ambient(), Diffuse(), Emissive(), Specular(), SetAmbient(), SetDiffuse(), SetSpecular(), SetEmissive().
Previously, computation of final value required the following code:
~~~~
Graphic3d_MaterialAspect theMaterial; Quantity_Color theInteriorColor;
Graphic3d_Vec3 anAmbient (0.0f);
if (theMaterial.ReflectionMode (Graphic3d_TOR_AMBIENT))
{
anAmbient = theMaterial.MaterialType (Graphic3d_MATERIAL_ASPECT)
? (Graphic3d_Vec3 )theInteriorColor * theMaterial.Ambient()
: (Graphic3d_Vec3 )theMaterial.AmbientColor() * theMaterial.Ambient();
}
~~~~
New code looks like this:
~~~~
Graphic3d_MaterialAspect theMaterial; Quantity_Color theInteriorColor;
Graphic3d_Vec3 anAmbient = theMaterial.AmbientColor();
if (theMaterial.MaterialType (Graphic3d_MATERIAL_ASPECT)) { anAmbient *= (Graphic3d_Vec3 )theInteriorColor; }
~~~~
Existing code should be updated to:
- Replace Graphic3d_MaterialAspect::SetReflectionModeOff() with setting black color; SetReflectionModeOn() calls can be simply removed.
R.g. theMaterial.SetAmbientColor(Quantity_NOC_BLACK).
- Replace Graphic3d_MaterialAspect::Ambient(), SetAmbient(), Diffuse(), SetDiffuse(), Specular(), SetSpecular(), Emissive(), SetEmissive() with methods working with pre-multiplied color.
E.g. theMaterial.SetAmbientColor(Graphic3d_Vec3 (1.0f, 0.0f, 0.0f) * 0.2f).
- Avoid using Graphic3d_MaterialAspect::Color() and SetColor() with non-physical materials (Graphic3d_MATERIAL_ASPECT).
These materials do not include color definition, because it is taken from Graphic3d_Aspects::InteriorColor() - this has not been changed.
However, previously it was possible storing the color with SetColor() call and then fetching it with Color() by application code (the rendering ignored this value);
now SetColor() explicitly ignores call for Graphic3d_MATERIAL_ASPECT materials and Color() returns DiffuseColor() multiplication coefficients.
@subsection upgrade_740_text Changes in Graphic3d_Text and OpenGl_Text API
Parameters of *Text* in *Graphic3d_Group* are moved into a new *Graphic3d_Text* class. *AddText* of *Graphic3d_Group* should be used instead of the previous *Text*.
@@ -1811,34 +1781,6 @@ Forward declarations of *Prs3d_Presentation* should be corrected, since it is no
Proxy classes *SelectBasics_SensitiveEntity* and *SelectBasics_EntityOwner* have been removed - *Select3D_SensitiveEntity* and *SelectMgr_EntityOwner* should be now used directly instead.
@subsection upgrade_740_offset Polygon offset defaults
*Graphic3d_PolygonOffset* default constructor has been corrected to define Units=1 instead of Units=0.
Default polygon offset settings Mode=Aspect_POM_Fill + Factor=1 + Units=1 are intended to push triangulation
(Shaded presentation) a little bit behind of lines (Wireframe and Face Edges)
for reducing z-fighting effect of Shaded+Wireframe combination.
The change in defaults (Units changed from 0 to 1) is intended to cover scenario when camera direction is perpendicular to model plane (like 2D view).
Application observing unexpected visual difference on this change should consider customizing this property within AIS_InteractiveContext default attributes
or on per-presentation basis via *Graphic3d_Aspects::SetPolygonOffset()* methods.
@subsection upgrade_740_zlayer Adding ZLayers in given position
Interface of insertion ZLayer in the viewer has been improved with ability to insert new layer before or after existing one.
Previously undocumented behavior of *V3d_Viewer::AddZlayer()* method has been corrected to insert new layer before *Graphic3d_ZLayerId_Top*.
Applications might need revising their custom layers creation code and specify precisely their order with new methods *V3d_Viewer::InsertLayerBefore()* and *V3d_Viewer::InsertLayerAfter()*.
@subsection upgrade_740_enum_changed Modified enumerations
Applications using integer values of the following enumerations in persistence
should be corrected as these enumerations have been modified:
| Name |
| :----- |
| AIS_TypeOfAttribute |
| Aspect_InteriorStyle |
| Font_FontAspect |
@subsection upgrade_740_geproj Custom defines within env.bat
*env.bat* produced by Visual Studio project generator *genproj.bat* has been modified so that *%CSF_DEFINES%* variable is reset to initial state.
@@ -1857,131 +1799,3 @@ The following API changes have been made:
@subsection upgrade_740_stdnamespace Standard_Stream.hxx no more has "using std::" statements
*Standard_Stream.hxx* header, commonly included by other OCCT header files, does no more add entities from *std namespace* related to streams (like *std::cout*, *std::istream* and others) into global namespace.
The application code relying on this matter should be updated to either specify std namespace explicitly (like std::cout) or add "using std::" statements locally.
@section upgrade_occt750 Upgrade to OCCT 7.5.0
@subsection upgrade_750_srgb_color RGB color definition
OCCT 3D Viewer has been improved to properly perform lighting using in linear RGB color space and then convert result into non-linear gamma-shifted sRGB color space before displaying on display.
This change affects texture mapping, material definition and color definition.
Previously *Quantity_Color* definition was provided with unspecified RGB color space.
In practice, mixed color spaces have been actually used, with non-linear sRGB prevailing in general.
Since OCCT 7.5.0, *Quantity_Color* now specifies that components are defined in linear RGB color space.
This change affects following parts:
* Standard colors defined by *Quantity_NameOfColor* enumeration have been converted into linear RGB values within Quantity_Color construction.
* Application may use new enumeration value *Quantity_TOC_sRGB* for passing/fetching colors in sRGB color space,
which can be useful for interoperation with color picking widgets (returning 8-bit integer values within [0..255] range)
or for porting colors constants within old application code without manual conversion.
* *Graphic3d_MaterialAspect* color components are now expected in linear RGB color space,
and standard OCCT materials within *Graphic3d_NameOfMaterial* enumeration have been updated accordingly.
* Texture mapping now handles new *Graphic3d_TextureRoot::IsColorMap()* for interpreting content in linear RGB or sRGB color space.
It is responsibility of user specifying this flag correctly. The flag value is TRUE by default.
* Method *Image_PixMap::PixelColor()* has been extended with a new Boolean flag for performing linearization of non-linear sRGB.
This flag is FALSE by default; application should consider passing TRUE instead for further handling *Quantity_Color* properly as linear RGB values.
@subsection upgrade_750_aspectwindow Aspect_Window interface change
Unexpected const-ness of Aspect_Window::DoResize() method has been removed, so that application classes implementing this interface should be updated accordingly.
@subsection upgrade_750_rename Renaming of types
Enumeration BRepOffset_Type is renamed to ChFiDS_TypeOfConcavity.
@subsection upgrade_750_tkv3d TKV3d/TKService toolkits changes
The following changes could be highlighted while porting:
* *Prs3d::GetDeflection()* has been moved to *StdPrs_ToolTriangulatedShape::GetDeflection()*.
* *Prs3d_ShapeTool* has been moved to *StdPrs_ShapeTool*.
* *StdSelect_ViewerSelector3d* has been moved to *SelectMgr_ViewerSelector3d*.
* *Font_BRepFont* has been moved to *StdPrs_BRepFont*.
* Visualization classes now use *TopLoc_Datum3D* (from *TKMath*) instead of *Geom_Transformation* (from *TKG3d*) as smart pointer to *gp_Trsf*.
This is rather an internal change, but some applications might need to be updated.
@subsection upgrade_750_hlrangle Prs3d_Drawer deviation angle
Properties Prs3d_Drawer::HLRAngle() and Prs3d_Drawer::HLRDeviationCoefficient() have been removed from classes *Prs3d_Drawer*, *AIS_Shape* and *AIS_InteractiveContext*.
Prs3d_Drawer::DeviationAngle() should be now used instead of Prs3d_Drawer::HLRAngle() and Prs3d_Drawer::DeviationCoefficient() instead of Prs3d_Drawer::HLRDeviationCoefficient().
The default value of Prs3d_Drawer::DeviationAngle() property has been changed from 12 to 20 degrees to match removed Prs3d_Drawer::HLRAngle(), previously used as input for triangulation algorithm.
@subsection upgrade_750_hlrprs Changes in HLR presentation API
Methods computing HLR presentation within *PrsMgr_PresentableObject::Compute()* have been renamed to *PrsMgr_PresentableObject::computeHLR()*
and now accept *Graphic3d_Camera* object instead of removed *Prs3d_Projector*.
@subsection upgrade_750_dimensions Dimension and Relation presentations moved from AIS to PrsDim
Presentation classes displaying Dimensions and Relations have been moved from *AIS* package to *PrsDim*.
Corresponding classes should be renamed in application code (like *AIS_LengthDimension* -> *PrsDim_LengthDimension*).
@subsection upgrade_750_sensitiveEntity Select3D_SensitiveEntity interface change
The method Select3D_SensitiveEntity::NbSubElements() has been changed to be constant. Select3D_SensitiveEntity subclasses at application level should be updated accordingly.
@subsection upgrade_750_Booleans Changes in Boolean operations algorithm
* TreatCompound method has been moved from *BOPAlgo_Tools* to *BOPTools_AlgoTools*. Additionally, the map parameter became optional:
~~~~
void BOPTools_AlgoTools::TreatCompound (const TopoDS_Shape& theS,
TopTools_ListOfShape& theLS,
TopTools_MapOfShape* theMap = NULL);
~~~~
@subsection upgrade_750_Adaptor2d_OffsetCurve Offset direction change
Offset direction, which used in class Adaptor2d_OffsetCurve for evaluating values and derivatives of offset curve is unified for offset direction used in class Geom2d_OffsetCurve: now offset direction points to outer ("right") side of base curve instead of the previously used inner ("left") side. Old usage of class in any application should be changed something like that:
Adaptor2d_OffsetCurve aOC(BaseCurve, Offset) --> Adaptor2d_OffsetCurve aOC(BaseCurve, -Offset)
@subsection upgrade_750_message_messenger Message_Messenger interface change
Operators << with left argument *Handle(Message_Messenger)*, used to output messages with
a stream-like interface, have been removed.
This functionality is provided now by separate class *Message_Messenger::StreamBuffer*.
That class contains a stringstream buffer which can be filled using standard stream
operators. The string is sent to a messenger on destruction of the buffer object,
call of its method Flush(), or using operator << with one of ostream manipulators
(*std::endl, std::flush, std::ends*). Manipulator *Message_EndLine* has been removed,
*std::endl* should be used instead.
New methods *SendFail(), SendAlarm(), SendWarning(), SendInfo()*, and *SendTrace()* are
provided in both *Message_Messenger* class and as static functions in *Message* package
(short-cuts to default messenger), returning buffer object for the output of
corresponding type of the message.
The code that used operator << for messenger, should be ported as follows.
Before the change:
~~~~~
Handle(Message_Messenger) theMessenger = ...;
theMessenger << "Value = " << anInteger << Message_EndLine;
~~~~~
After the change, single-line variant:
~~~~~
Handle(Message_Messenger) theMessenger = ...;
theMessenger->SendInfo() << "Value = " << anInteger << std::endl;
~~~~~
After the change, extended variant:
~~~~~
Handle(Message_Messenger) theMessenger = ...;
Message_Messenger::StreamBuffer aSender = theMessenger->SendInfo();
aSender << "Array: [ ";
for (int i = 0; i < aNb; ++i) { aSender << anArray[i] << " "; }
aSender << "]" << std::endl; // aSender can be used further for other messages
~~~~~
@subsection upgrade_750_message_printer Message_Printer interface change
Previously, sub-classes of *Message_Printer* have to provide a triplet of *Message_Printer::Send()* methods accepting different string representations: TCollection_AsciiString, TCollection_ExtendedString and Standard_CString.
*Message_Printer* interface has been changed, so that sub-classes now have to implement only single method *Message_Printer::send()* accepting TCollection_AsciiString argument and having no Endl flag, which has been removed.
Old three Message_Printer::Send() methods remain defined virtual with unused last argument and redirecting to new send() method by default.
@subsection upgrade_750_draw_hotkeys Draw Harness hotkeys
Draw Harness hotkeys **W** (Wireframe) and **S** (Shaded) have been re-mapped to **Ctrl+W** and **Ctrl+S**.
Hotkey **A** has been remapped to **Backspace**.
Hotkeys WASD and Arrays are now mapped for walk-through navigation in 3D Viewer.

View File

@@ -1,777 +0,0 @@
PBR math (rasterization) {#occt_dev_guides__pbr_math}
========================
@tableofcontents
# Preface
**Empirical** illumination models like **Phong reflection model** have been used in real-time graphics for a long time due to their simplicity, convincing look and affordable performance.
Before programmable pipeline has been introduced, graphics cards implemented Gouraud shading as part of fixed-function Transformation & Lighting (T&L) hardware blocks.
Nowadays, however, numerous trade-offs of this simplicity (like lighting partially baked into object material properties and others) pushed developers to **Physically-Based Rendering** (**PBR**) illumination models.
PBR models try to fit surface shading formulas into constrains of physical laws of light propagation / absorption / reflection - hence, called "physically-based".
There are two main categories of PBR illumination:
1. Non-real-time renderer (cinematic).
2. Real-time renderer.
The main objective of cinematic renderer is uncompromised quality, so that it relies on ray-tracing (path-tracing) rendering pipeline.
Although performance of current graphics hardware does not make it possible using computationally-intensive path-tracing renderer in real-time graphics, it can be used in interactive fashion.
"Physically-based" does not necessarily mean physically-correct/precise.
The main objective of real-time PBR renderer is to be fast enough even on low-end graphics hardware.
So that in contrast, it hardly relies on rasterization rendering pipeline, various approximations and tricks making it applicable in real-time, while looking good enough and preserving some physical properties.
OCCT 3D Viewer provides both kinds of PBR renderers, and although they share some details in common, this article is devoted to real-time PBR metallic-roughness illumination model.
This article describes the math underneath PBR shading in OCCT 3D Viewer and its GLSL programs.
However, this article does not clarifies related high-level APIs nor PBR material creation pipelines, as this is another topic.
# Notation
| | | |
|-:|:-|:-|
| \f$n\f$ | normal (on surface) | \f$\|n\|=1\f$ |
| \f$v\f$ | view direction | \f$\|v\|=1\f$ |
| \f$l\f$ | light | \f$\|l\| = 1\f$ |
| \f$h=\frac{v+l}{\|v + l\|}\f$ | half vector | |
| \f$m\f$ | metallic factor | \f$[0, 1]\f$ |
| \f$r\f$ | roughness factor | \f$[0, 1]\f$ |
| \f$IOR\f$ | index of refraction | \f$[1, 3]\f$ |
| \f$c\f$ | albedo color | \f$(R, G, B)\f$ |
\f$\cos\theta_l=(n \cdot l)\f$
\f$\cos\theta_v=(n \cdot v)\f$
\f$\cos\theta_h=(n \cdot h)\f$
\f$\cos\theta_{vh}=(v \cdot h)\f$
# Illumination model
The main goal of illumination model is to calculate outgoing light radiance \f$L_o\f$ along the certain direction.
The starting point of calculation might be the view direction \f$v\f$ aimed from point on surface (or in more general case just in space) to viewer position.
Considering the point on opaque surface with normal \f$n\f$ the main equation of illumination can be defined as:
\f[L_o=\int\limits_H f(v, l) L_i(l) \cos\theta_l\, \mathrm{d}l\f]
Where \f$L_i(l)\f$ is light radiance coming from \f$l\f$ direction, \f$f(v,l)\f$ is **Bidirectional Reflectance Distribution Function** (**BRDF**) and \f$H\f$ is hemisphere which is oriented regarding to the surface normal \f$n\f$.
Opaqueness of the surface mentioned earlier is important because in that case hemisphere is enough.
More general model will require to consider directions all around a whole sphere and is not observed in this paper.
\f$\cos\theta_l\f$ factor appearing is caused by affection of surface area and light direction mutual orientation to the amount of radiance coming to this area.
This is mainly due to geometric laws. The rest part of integral is the key of the whole illumination model.
BRDF defines it's complexity and optical properties of material.
It has to model all light and material interactions and also has to satisfy some following criteria in order to be physical correct:
* Positivity: \f$f(v,l) \geq 0\f$
* Helmholtz reciprocity: \f$f(v,l) = f(l, v)\f$ (follows from 2<sup>nd</sup> Law of Thermodynamics)
* Energy conservation: \f$\displaystyle \forall v \, \int\limits_H f(v,l) \cos\theta_l \, \mathrm{d}l = 1\f$ (in order not to reflect more light than came)
It is worth to be mentioned that \f$f(v,l)\f$ depends on \f$n\f$ also but it is omitted to simplify notation. BRDF is usually split into two parts:
\f[f(v,l) = f_d(v,l)+f_s(v, l)\f]
Where \f$f_s(v, l)\f$ (specular BRDF) models reflection light interaction on surface and \f$f_d(v,l)\f$ (diffuse BRDF) models other processes happening depth in material (subsurface scattering for example).
So that illumination equation might be rewritten as:
\f[L_o=\int\limits_H (f_d(v,l)+f_s(v, l)) L_i(l) \cos\theta_l\, \mathrm{d}l\f]
PBR theory is based on **Cook-Torrance specular BRDF**. It imagines surface as set of perfectly reflected micro faces distributed on area in different ways which is pretty good model approximation of real world materials.
If this area is small enough not to be able to recognize separate micro surfaces the results becomes a sort of averaging or mixing of every micro plane illumination contribution.
In that level it allows to work with micro faces in statistical manner manipulating only probabilities distributions of micro surfaces parameters such as normals, height, pattern, orientation etc.
In computer graphics pixels are units of images and it usually covers a relatively large areas of surfaces so that micro planes can be considered to be unrecognizable.
Going back to the BRDF the Cook-Torrance approach has the following expression:
\f[f_s(v,l)=\frac{DGF}{4\cos\theta_l\cos\theta_v}\f]
Three parts presented in nominator have its own meaning but can have different implementation with various levels of complexity and physical accuracy.
In that paper only one certain implementation is used. The \f$D\f$ component is responsible for **micro faces normals distribution**.
It is the main instrument that controls reflection's shape and strength according to **roughness** \f$r\f$ parameter.
The implementation with good visual results is **Trowbridge-Reitz GGX** approach used in Disney's RenderMan and Unreal Engine:
\f[D=\frac{\alpha^2}{\pi(\cos^2\theta_h(\alpha^2-1) + 1)^2}\f]
Where \f$\alpha = r^2\f$. This square in needed only for smoother roughness parameter control.
Without it the visual appearance of surface becomes rough too quickly during the parameter's increasing.
The second \f$G\f$ component is called **geometric shadowing** or attenuation factor.
The point is that micro surfaces form kind of terrain and can cast shadows over each other especially on extreme viewing angles.
**Schlick's model** has been chosen as implementation:
\f[\displaystyle G=\frac{\cos\theta_l \cos\theta_v}{(\cos\theta_l(1-k)+k)(\cos\theta_v(1-k)+k)}\f]
Where \f$k=\frac{\alpha}{2}\f$, which means \f$k=\frac{r^2}{2}\f$ in terms of this paper.
But \f$G\f$ depends on many factors so that it's approximations has float nature and can be modified a little bit in some cases in order to get more pleasant visual results.
One of this modification will be described later in following chapters.
The last component \f$F\f$ shows **how much light is reflected from surface** and is called **Fresnel's factor**.
The rest amount of radiance might be absorbed or refracted by material.
The most accurate expression of it is pretty complicate for calculation so that there is a variety of approximations.
The good one with less computation efforts is **Schlick's implementation**:
\f[F=F_0+(1-F_0)(1-\cos\theta_{vh})^5\f]
Here \f$F_0\f$ is material's response coefficient at normal incidence (zero angle).
Fresnel's factor has to be calculated differently for metals and dielectric/non-metals, but PBR theory tries to come up with universal formula for all types of material.
In order to do that it is needed to be noticed that Schlick's approximation is applicable only to non-conductors and in that case \f$F_0 = F_{dielectric} = \left(\frac{1-IOR}{1+IOR}\right)^2\f$.
**Index of Refraction** \f$IOR\f$ shows the proportion between light speed in vacuum (or even in air) and in material.
The reference value of \f$IOR\f$ for plastic is **1.5**, and this value can be considered as default for all unknown dielectrics.
In practice this parameter controls reflectance ability of material.
Also it should be remembered that this approximation produces poor results with large \f$IOR\f$ values so that it is recommended to be kept in range of \f$[1, 3]\f$ in order to get plausible Fresnel's factor.
This formula might be further propagated onto metals by using \f$F_0\f$ measured specifically for certain metal.
It can be considered as some kind of a 'color' of metal and can be stored as albedo parameter \f$c\f$.
And the final step of defining Fresnel's factor formula is mixing all this \f$F_0\f$ using metallic parameter \f$m\f$ (**metalness**):
\f[F_0 = F_{dielectric}(1-m)+cm\f]
For pure dielectrics with \f$m=0\f$ exactly Schlick's approximation will be used.
For pure metals with \f$m=1\f$ it will be a little inaccurate but the same formula with measured \f$F_0\f$ values.
Everything else for \f$m \in (0, 1)\f$ is not physically correct and it is recommended to keep \f$m\f$ exactly 1 or 0.
Intermediate values may represent mixed areas for smooth transition between materials - like partially rusted metal (rust is mostly dielectric).
Also it might be useful when parameters are read from textures with filtering and smoothing.
BRDF described above has one important trait making computations easier called **isotropy**.
Isotropy in this case means independence from rotation about normal resulting from supposition of uniform micro faces distribution at any direction along a surface.
It allows to simplify random samples generation during Monte-Carlo integrals calculation and reduce dimensions of some lookup tables, which will be discussed in following chapters.
Of course, isotropic materials form only subset of all real world's materials, but this subset covers majority of cases.
There are special models considering special anisotropic traits of surfaces like a grinding of metal or other with dependency on rotation about normal;
these models require special calculation tricks and additional parameters and are out of scope of this paper.
The only thing left to do is to define \f$f_d(v,l)\f$.
This part is responsible for processes happening in depth of material.
First of all the amount of input light radiance participating in these processes is needed to be calculated.
And it exactly can be realized from already known Fresnel's factor \f$F\f$ showing amount of reflected light but in negative term in this case in order to get the radiance left after reflection:
\f[1-F\f]
This part of ingoing light is assumed to be refracted in depth of surface and variety of events may happen there.
A sequence of absorptions, reflections and reemissions more or less leads to light's subsurface scattering.
Some part of this scattered light can go back outside but in modified form and in pretty unpredictable directions and positions.
For opaque materials this part is noticeable and forms it's own color.
If subsurface's paths of light are small enough and points of output are distributed locally around the input point it's possible to work in statistical way similar to the micro faces.
This assumption covers a big amount of real world opaque materials.
Other materials like skin, milk etc. with noticeable effect of subsurface scattering usually presented in form of partial translucency and some kind of self emission
have more widely distributed output points and require more accurate and complicate ways of modeling with maybe some theory and techniques from volumetric rendering.
The simple but visually enough assuming for statistically driven type of materials is just the same radiance for any direction. It results to **Lambertian's BRDF**:
\f[\frac{c}{\pi}\f]
Where \f$\pi\f$ is normalization coefficient in order to meet BRDF's criteria and \f$c\f$ is material's own color formed by adventures of light under surface.
There is one detail about light interaction bringing some physicality to the model, and that is an absence of this diffuse component in metals.
Metals reflect main part of light and the rest of it is absorbed being transformed into other form (mostly heat).
That is the main visual difference between metallic and non-metallic materials realizing of which brings model to higher level of quality in compare to older non-physical models.
So that all parts described above can be combined into united diffuse BRDF:
\f[f_d(v,l) = (1-F)(1-m)\frac{c}{\pi}\f]
\f$m\f$ is recommended to be exactly 1 or 0 but all values between can represent transition areas, as mentioned before.
In this chapter one possible implementation of illumination model reflecting main PBR principles has been defined.
The next step is using of it in practice.
# Practical application
It's time to apply deduced illumination model in practice.
And the first step of it is separation of **direction based light sources** from illumination integral.
Directional nature of such light sources means possibility to calculate it's influence to point of surface using only one direction and its intensity.
Usually sources of this type do not have physical size and are represented only by position in space (for point or spot lights) or by direction itself (direction light imagined to be too far point sources like sun).
This is just a kind of abstraction, while real world light emitters have noticeably sizes.
But sources with realistic form and size cannot be presented in discrete term and require continuous integrals calculations or special approximations in order to be accurately injected to the model.
In most cases direct based light sources in form of emitting points in space or just certain directions are good approximations and are enough for beginning.
Having finite discrete amount of it in scene and considering only single direction from every of these lights, the integral is transformed just to the sum:
\f[L_{direct} = \sum_{j=1}^M f(v, l_j) L_i^{direct}(l_j) \cos\theta_{l_j}\f]
Where \f$M\f$ is a number of sources, \f$l_j\f$ is a direction and \f$L_i^{direct}\f$ is an intensity related to this direction.
\f$direct\f$ label means that illumination has been computed directly from sources.
The BRDF can be used directly without any calculation problems.
The only exception might be \f$k\f$ in \f$G\f$ factor - it is recommended to be equal \f$\frac{(r+1)^2}{8}\f$ in order to get more pleasant results (that is modification mentioned in previous chapter).
And actually it is enough to finally see something.
There will be correct visualization with assumption of complete dark environment and absence of other points influence.
It is called **local illumination**. Based on this name there is also a global or **indirect illumination** and that is the rest of integral:
\f[L_{indirect} = \int\limits_H f(v, l) L_i^{indirect}(l) \cos\theta_l\, \mathrm{d}l\f]
It includes influence of light reflected or scattered from other points and environment's contribution.
It's impossible to achieve photorealistic results without this component, but is is also very difficult to compute.
While the cross point light interaction cannot be calculated in a simple way (especially in real time rendering), the environment illumination has some options to be realized via precomputational work before visualization.
But right now lets summarize the practical application of illumination model.
At this moment the output radiance is represented as:
\f[L_o = L_{direct} + L_{indirect}\f]
Where \f$L_{direct}\f$ is direction based light sources contribution which can be directly computed just applying bare formulas.
It is enough to get some results in terms of local illumination but without \f$L_{indirect}\f$ component image will not be looked lifelike.
\f$L_{indirect}\f$ is not trivial thing for calculation and that is stumbling block for real time rendering applications.
But it can be relatively easy implemented in case of environment illumination via some precomputational work about which will be told in details in following chapters.
# Image based lighting
The next goal after \f$L_{direct}\f$ calculation is to find \f$L_{indirect}\f$.
And it would be easier if \f$L_i^{indirect}(l)\f$ was known for every \f$l\f$.
That is the main assumption of **image based lightning** (**IBL**).
In practice, it can be achieved using environment image map, which is a special image representing illumination from all possible directions.
This image might be a photo capturing a real world environment (spherical 360 degrees panoramas) or generated image baking the 3D scene itself, including in that case reflections of other objects.
Environment image might be packed in different ways - **cube maps** and equirectangular maps are the most commonly used.
Anyway, it allows \f$L_i^{indirect}(l)\f$ to be defined for every \f$l\f$ and its practical implementation in form of images gives name for this approach.
Lets back to indirect illumination integral:
\f[L_{indirect} = \int\limits_H f(v, l) L_i^{indirect}(l) \cos\theta_l\, \mathrm{d}l\f]
Substituting the BRDF by its expression allows to split indirect illumination into diffuse and specular components:
\f[L_{indirect} = \int\limits_H f_d(v,l)L_i^{indirect}(l)\cos\theta_l\, \mathrm{d}l + \int\limits_H f_s(v,l)L_i^{indirect}(l)\cos\theta_l\, \mathrm{d}l = \f]
\f[= (1-m)\frac{c}{\pi}\int\limits_H (1-F)L_i^{indirect}(l)\cos\theta_l\, \mathrm{d}l + \frac{1}{4}\int\limits_H \frac{DFG}{\cos\theta_l \cos\theta_v}L_i^{indirect}(l)\cos\theta_l\, \mathrm{d}l\f]
This splitting seems not to lead to simplicity of calculation but these two parts will be computed in slightly different ways in future.
Lets write down this separately:
\f[L_{indirect}^d = (1-m)\frac{c}{\pi}\int\limits_H (1-F)L_i^{indirect}(l)\cos\theta_l\, \mathrm{d}l\f]
\f[L_{indirect}^s = \frac{1}{4}\int\limits_H \frac{DFG}{\cos\theta_v \cos\theta_l} L_i^{indirect}(l) \cos\theta_l\, \mathrm{d}l\f]
Next transformations of these expressions require understanding of numerical way to find hemisphere integral and also its performance optimization techniques.
And that the topic of the next chapter.
# Monte-Carlo numeric integration
**Monte-Carlo** is one of numeric methods to **find integral**.
It is based on idea of mathematical expectation calculation.
In one dimensional case if \f$f(x)\f$ is a function with parameter distributed according to probability density \f$p(x)\f$ the mathematical expectation of it can be found using following expression:
\f[E = \int\limits_{-\infty}^\infty f(x) p(x)\, \mathrm{d}x\f]
Also this expectation can be approximated in statistical term using certain sequence of random variable \f$x\f$:
\f[E \approx \frac{1}{N} \sum_{i=1}^{N} f(x_i)\f]
It can be used in general definite integrals calculations.
Just valid \f$p(x)\f$ defined on \f$[a, b]\f$ range and sequence \f$x_i\f$ generated according to it are needed for that:
\f[\int\limits_a^b f(x)\, \mathrm{d}x = \int\limits_a^b \frac{f(x)}{p(x)}p(x)\, \mathrm{d}x = \int\limits_{-\infty}^{\infty} \frac{f(x)}{p(x)}p(x)\, \mathrm{d}x \approx \frac{1}{N} \sum_{i=1}^{N} \frac{f(x_i)}{p(x_i)}\f]
Where \f$f(x)\f$ is considered to be equal to zero outside of \f$[a, b]\f$ range.
This is also true for functions on sphere or hemisphere:
\f[\int\limits_{H|S} f(l)\, \mathrm{d}l \approx \frac{1}{N}\sum_{i=1}^{N} \frac{f(l_i)}{p(l_i)}\f]
The main questions are choosing \f$p(l)\f$ and generating samples \f$l_i\f$.
The one of the simple ways is uniform distribution along sphere or hemisphere.
Lets realize that on sphere for example.
There are \f$4\pi\f$ possible directions in terms of sphere's areas and steradians (direction can be presented as dot on a unit sphere):
\f[\int\limits_S 1\, \mathrm{d}l = 4\pi\f]
Where \f$S\f$ is the unit sphere.
In order to be uniform \f$p(l)\f$ must be constant and satisfy normalization criteria:
\f[\int\limits_S p(l)\, \mathrm{d}l = 1\f]
So that \f$p(l) = \frac{1}{4\pi}\f$.
Usually direction \f$l\f$ is parametrized by spherical coordinates \f$\phi \in [0, 2\pi]\f$ and \f$\theta \in [0, \pi]\f$ boiling down to the 2D samples generation.
But in these terms joint \f$p(\theta, \phi)\f$ will be looked slightly different due to variables transition.
\f$l\f$ is defined in regular Cartesian coordinates \f$l=(x, y, z)\f$ with \f$\|l\| = 1\f$.
The spherical coordinates transform looks like:
\f[x = r\sin\theta\cos\phi,\, y = r\sin\theta\sin\phi,\, z = r\cos\theta\f]
Where \f$r = 1\f$.
In order to express probability density using new variables it is needed to multiply this density by Jacobian of transform:
\f[p(\theta,\phi) = p(l)|J_T|\f]
Where:
\f[|J_T| = \begin{vmatrix} \frac{\partial x}{\partial r} & \frac{\partial x}{\partial \theta} & \frac{\partial x}{\partial \phi} \\ \frac{\partial y}{\partial r} & \frac{\partial y}{\partial \theta} & \frac{\partial y}{\partial \phi} \\ \frac{\partial z}{\partial r} & \frac{\partial z}{\partial \theta} & \frac{\partial z}{\partial \phi} \end{vmatrix} = r^2\sin\theta\f]
So that joint probability density in new variables looks like:
\f[p(\theta, \phi) = \frac{\sin\theta}{4\pi}\f]
This variable transfer rule of **Probability Density Function** (**PDF**) will be useful in following chapters, when integral calculation optimization techniques will be being told.
Having \f$p(\theta, \phi)\f$ the partial single dimensional probability densities are able to be found:
\f[p(\phi) = \int\limits_0^\pi p(\theta, \phi)\, \mathrm{d}\theta = \frac{1}{4\pi} \int\limits_0^\pi \sin\theta\, \mathrm{d}\theta = \frac{1}{2\pi}\f]
\f[p(\theta) = \int\limits_0^{2\pi} p(\theta, \phi)\, \mathrm{d}\phi = \frac{\sin\theta}{4\pi}\int\limits_0^{2\pi}1\, \mathrm{d}\phi = \frac{\sin\theta}{2}\f]
The final step is sequence generation itself.
In order to be able to generate values with arbitrary distributions it is helpful to start from uniform numbers in range of \f$[0, 1]\f$.
And that can be done via any known true- and pseudo- random generators.
Even simple \f$\frac{1}{i}\f$ sequence is appropriate for beginning but it can be not so efficient in terms of computations convergence.
There are specially designed series for the last reason and it will be tackled in chapter about optimizations.
The \f$\phi\f$ variable is noticed to be uniformly distributed so that it can be directly generated without any additional manipulations.
Just range \f$[0, 1]\f$ is needed to be mapped to range \f$[0, 2\pi]\f$.
For any other variables including \f$\theta\f$ the inverse transform sampling approach can be applied.
First of all **cumulative distribution function** (**CDF**) is needed to be found.
It is probability of random value to be less than argument of this functions by definition.
For continues distributions it can be expressed in following form:
\f[F(x) = \int\limits_{-\infty}^x p(x')\, \mathrm{d}x'\f]
Lets find CDF for \f$\theta\f$:
\f[F(\theta) = \int\limits_{-\infty}^\theta p(\theta')\, \mathrm{d}\theta' = \int\limits_0^\theta \frac{\sin\theta'}{2}\, \mathrm{d}\theta' = \frac{1-\cos\theta}{2}\f]
The CDF maps \f$\theta\f$ values from range of \f$[0, \pi]\f$ to probability in range of \f$[0, 1]\f$.
The next step is to find inverse cumulative function which can be not so trivial sometimes but pretty obvious in current case:
\f[F^{-1}(u) = \arccos(1-2u)\f]
If substitute uniform distributed in range \f$[0, 1]\f$ values \f$u\f$ as argument of this function the values with origin probability density will appear.
In other words:
\f[\theta = \arccos(1 - 2u),\, u \in [0, 1],\, p(u) = 1 \Rightarrow p(\theta) = \frac{\sin\theta}{2}\f]
That is the key of this random values generation technique.
All steps described above can be also done for hemisphere:
\f[p(l) = \frac{1}{2\pi}\f]
\f[p(\theta, \phi) = \frac{\sin\theta}{2\pi}\f]
\f[p(\phi) = \int\limits_0^\frac{\pi}{2} p(\theta, \phi)\, \mathrm{d}\theta = \frac{1}{2\pi} \int\limits_0^\frac{\pi}{2} \sin\theta\, \mathrm{d}\theta = \frac{1}{2\pi}\f]
\f[p(\theta) = \int\limits_0^{2\pi} p(\theta, \phi)\, \mathrm{d}\phi = \frac{\sin\theta}{2\pi}\int\limits_0^{2\pi}1\, \mathrm{d}\phi = \sin\theta\f]
\f[\theta = \arccos(1-u)\f]
Mote-Carlo integration cannot guarantee exact estimation of convergence speed with using random generated samples.
There is only probability estimation of it.
But this algorithm is pretty universal and relatively simple to be applied to almost any function using at least uniform distributed points.
Moreover special \f$p(l)\f$ can be chosen and special pseudo-random sequences can be designed in order to speed up convergence for some functions (following chapter talk about that in details).
That is why this method is widely used in computer graphics and demonstrates good results.
Also another one advantage is worth to be mentioned - possibility to iteratively accumulate computations and present intermediate results during rendering which is used in some ray tracing applications.
# Split sum
Lets go back to the image based lighting and the figure of specular component.
As was defined before that is hemisphere integral with following expression:
\f[L_{indirect}^s = \frac{1}{4}\int\limits_H \frac{DFG}{\cos\theta_v \cos\theta_l} L_i^{indirect}(l) \cos\theta_l\, \mathrm{d}l\f]
The Monte-Carlo integration algorithm can be directly applied:
\f[L_{indirect}^s = \int\limits_H f_s(v, l)L_i^{indirect}(l)\cos\theta_l\, \mathrm{d}l \approx \frac{1}{N}\sum_{i=1}^N \frac{f_s(v, l_i) L_i^{indirect}(l_i) \cos\theta_{l_i}}{p(v, l_i)}\f]
\f$p(v, l_i)\f$ depends on \f$v\f$ and implicitly on \f$r\f$ in order to be completely general.
Optimization strategies use different samples distributions for different view direction orientations and roughness values.
Anyway even with all optimization techniques this algorithm continues to require too much calculations.
Good visual results require noticeable number of samples and using this approach for every point in real time rendering becomes unrealistic.
The way to avoid these enormous calculations is doing them beforehand somehow.
The first trick on the way to this is split the sum separating environment light component:
\f[L_{indirect}^s \approx \frac{1}{N} \sum_{i=1}^N \frac{f_s(v, l_i) L_i^{indirect}(l_i) \cos\theta_{l_i}}{p(v, l_i)} \approx \left( \frac{1}{N} \sum_{i=1}^N L_i^{indirect}(l_i) \right) \left( \frac{1}{N} \sum_{i=1}^N \frac{f_s(v, l_i) \cos\theta_{l_i}}{p(v, l_i)} \right)\f]
Where the second brackets represent approximation of integral so that the expression can be rewritten as:
\f[L_{indirect}^s \approx \frac{1}{N} \sum_{i=1}^N \frac{f_s(v, l_i) L_i^{indirect}(l_i) \cos\theta_{l_i}}{p(v, l_i)} \approx \left( \frac{1}{N} \sum_{i=1}^N L_i^{indirect}(l_i) \right) \int\limits_H f_s(v, l) \cos\theta_l\, \mathrm{d}l\f]
This integral is exact \f$L_{indirect}^s\f$ in condition when \f$L_i^{indirect}(l) = 1\f$ what just means white uniform environment.
The sum before it is kind of averaged environment illumination.
The main accomplishment after all this manipulations is possibility to calculate light and BRDF components separately.
The sum with \f$L_i^{indirect}(l_i)\f$ can be computed beforehand for every normal direction and stored to image called specular map but with some valuable details.
The problem is that \f$l_i\f$ samples must be generated according to \f$p(v, l_i)\f$ distribution depended on \f$v\f$ and \f$r\f$ as was mentioned earlier.
Variation of normal is not enough in that case and these variables are needed to be considered too.
The ways to resolve it are topic of one of the following chapters and now understanding the fact that at least this part can be precomputed before rendering is enough for now.
And it is important not to miss out that there is no more BRDF influence in this sum and only \f$p(v, l)\f$ can affect in this case.
That is why it is so important to strict to PDF during samples generation and that is why \f$p(v, l)\f$ must be correlated with BRDF somehow in this approximation approach with splitting.
For example completely mirroring materials with \f$r = 0\f$ will not be looked as expected if just uniform distribution is used
because such surfaces have only one possible direction from which light can be reflected along view direction in compare with \f$N\f$ absolutely scattered in case of uniform or many other distributions.
The rest part also can be saved to image. Lets unroll its expression:
\f[\int\limits_H f_s(v, l) \cos\theta_l\, \mathrm{d}l = \int\limits_H \frac{DGF}{4\cos\theta_v \cos\theta_l} \cos\theta_l\, \mathrm{d}l\f]
This integral is not actually a scalar.
That is RGB value due to only \f$F\f$ factor and even more only to \f$F_0\f$.
In order to simplify future computations \f$F_0\f$ is needed to be moved out of integral.
Substitution of Schlick's approximation helps to achieve it:
\f[F = F_0+(1-F_0)(1-\cos\theta_{vh})^5 = F_0(1-(1-\cos\theta_{vh})^5) + (1-\cos\theta_{vh})^5\f]
\f[\int\limits_H \frac{DGF}{\cos\theta_v \cos\theta_l} \cos\theta_l\, \mathrm{d}l = F_0 \int\limits_H \frac{DG}{4\cos\theta_v \cos\theta_l} (1-(1-\cos\theta_{vh})^5) \cos\theta_l\, \mathrm{d}l + \int\limits_H \frac{DG}{4\cos\theta_v \cos\theta_l} (1-\cos\theta_{vh})^5 \cos\theta_l\, \mathrm{d}l\f]
This form may not look easier, but it has several advantages.
The first one is independence from globally defined \f$L_i^{indirect}(l)\f$, so that normal orientation does not matter and can be set in any handful way for calculations (Z axis for example).
The second one results from isotropic illumination system allowing \f$\phi\f$ component of view vector to be set arbitrarily (0 for example) and \f$\cos\theta_v\f$ will be enough to define view direction.
And the third one is scalar nature of integrals so that only two precomputed numbers are needed to find BRDF part of \f$L_{indirect}^s\f$.
Considering dependency of these integrals from \f$\cos\theta_v\f$ and \f$r\f$ both of it can be precomputed and stored to 2D look-up image variating these two parameters in range \f$[0, 1]\f$ with two channels consisting of scale and bias for \f$F_0\f$.
Current result for \f$L_{indirect}^s\f$ is computing it using 2D image for BRDF part and omnidirectional image for environment illumination.
There were a lot of words about Monte-Carlo optimizations techniques and about PDF choice which is important not only in terms of numeric integration but in terms of visual results correctness.
It's time to talk about that.
# Importance sampling
Current goal is to speed up Monte-Carlo integration of Cook-Torrance like integrals with following expression:
\f[\int\limits_H \frac{DG}{4\cos\theta_v \cos\theta_l} g(v, l) \cos\theta_l\, \mathrm{d}l\f]
Where \f$g(v, l)\f$ is just arbitrary function representing Fresnel's factor itself or its components.
In order to increase convergence the samples with larger contribution (or in other words with larger function's values) have to appear more frequently than others proportionally to its contribution.
So that less significant summand with less influence to result will be considered rarely and in opposite way parts brining noticeable changes to the sum will be taken often.
That is the main idea of **importance sampling technique**.
\f$p(l)\f$ has to represent significance of sample in terms of integrated function via probability somehow.
And it will be like that if PDF is already part of original function because in that case probability density directly affects to contribution forming.
Separating this distribution component is one possible and effective way to realize importance sampling strategy.
In integral presented above PDF part already exists and that is \f$D\f$ component.
But it is distribution of micro faces normals or ideally reflection direction or \f$h\f$ in other word and not light directions distribution which is needed in fact.
Anyway that is good starting point and lets generate \f$h\f$ vectors first.
\f$D\f$ has the following expression:
\f[D=\frac{\alpha^2}{\pi(\cos^2\theta_h(\alpha^2-1) + 1)^2}\f]
Frankly speaking \f$D(h)\f$ is called normal distribution but cannot be directly used as hemisphere distribution.
Originally it is statistical factor used to define total area of micro faces \f$\mathrm{d}A_h\f$
whose normals lie withing given infinitesimal solid angle \f$\mathrm{d}h\f$ centered on \f$h\f$ direction using the original small enough area of macro surface \f$\mathrm{d}A\f$:
\f[dA_h = D(h)\,\mathrm{d}h\, \mathrm{d}A\f]
First of all this factor must be positive:
\f[D(h) \geq 0\f]
But the total area of micro faces landscape is at least equal to origin surface but even bigger in general:
\f[1 \leq \int\limits_H D(h)\, \mathrm{d}h\f]
This trait does not allow to use \f$D\f$ as hemisphere distribution.
But it can be fixed with following feature:
\f[\forall v\, \int\limits_H D(h)(v \cdot h)\, \mathrm{d}h = (v \cdot n)\f]
Which means that total area of micro faces projected to any direction must be the same as projected area of origin macro surface.
It is pretty tricky trait in \f$D\f$ definition but it leads to interesting results in condition when \f$v = n\f$:
\f[\int\limits_H D(h)\cos\theta_h\, \mathrm{d}h = 1\f]
So that \f$\cos\theta_h\f$ coefficient normalizes normal distribution in terms of hemisphere and allows to use it as distribution.
Finally PDF of half vectors can be wrote:
\f[p(\theta_h, \phi_h) = D\cos\theta_h\sin\theta_h = \frac{\alpha^2 \cos\theta_h\sin\theta_h}{\pi(\cos^2\theta_h(\alpha^2-1) + 1)^2}\f]
\f$\sin\theta_h\f$ results from spherical coordinate system transfer which was described in Monte-Carlo integration chapter.
Lets strict to samples generation procedure and find partial probability densities:
\f[p(\phi_h) = \int\limits_0^\frac{\pi}{2} p(\theta_h, \phi_h)\, \mathrm{d}\theta_h = \int\limits_0^\frac{\pi}{2} \frac{\alpha^2 \cos\theta_h\sin\theta_h}{\pi(\cos^2\theta_h(\alpha^2-1) + 1)^2}\, \mathrm{d}\theta = \frac{1}{2\pi}\f]
\f[p(\theta_h) = \int\limits_0^{2\pi} p(\theta_h, \phi_h)\, \mathrm{d}\phi_h = \int\limits_0^{2\pi} \frac{\alpha^2 \cos\theta_h\sin\theta_h}{\pi(\cos^2\theta_h(\alpha^2-1) + 1)^2}\, \mathrm{d}\phi = \frac{2 \alpha^2 \cos\theta_h\sin\theta_h}{(\cos^2\theta_h(\alpha^2-1) + 1)^2}\f]
\f$p(\phi_h)\f$ is unnecessary to be calculated analytically.
The fact of independency from \f$\phi\f$ is enough to figure out that this coordinate is uniformly distributed.
Anyway the \f$F(\theta_h)\f$ is next step:
\f[F(\theta_h) = \int\limits_0^{\theta_h} \frac{2 \alpha^2 \cos\theta'_h\sin\theta'_h}{(\cos^2\theta'_h(\alpha^2-1) + 1)^2}\, \mathrm{d}\theta'_h = \int\limits_{\theta_h}^0 \frac{2 \alpha^2}{(\cos^2\theta'_h(\alpha^2-1) + 1)^2}\, \mathrm{d}(\cos^2\theta'_h) = \frac{\alpha^2}{\alpha^2-1}\int\limits_0^{\theta_h} \mathrm{d}\frac{1}{\cos^2\theta'_h(\alpha^2-1)+1} =\f]
\f[ = \frac{\alpha^2}{\alpha^2-1} \left( \frac{1}{\cos^2\theta_h(\alpha^2-1) + 1} - \frac{1}{\alpha^2} \right) = \frac{\alpha^2}{\cos^2\theta_h(\alpha^2-1)^2+(\alpha^2-1)} - \frac{1}{\alpha^2-1}\f]
In order to apply inverse transform sampling the \f$F^{-1}(u)\f$ is needed to be found:
\f[F^{-1}(u) = \theta_h = \arccos\sqrt{\frac{1-u}{u(\alpha^2-1)+1}}\f]
So that there is no more obstacles to generate \f$h\f$.
But the main goal was \f$l\f$ direction.
In order to get it the view vector \f$v\f$ has to be reflected related to already found \f$h\f$:
\f[l = 2(v \cdot h)h - v\f]
That is practical side of light direction generation.
But the theoretical one is needed to be resolved to calculate sum.
It is time to find \f$p(l)\f$ using known \f$p(h)\f$.
First of all the fact that \f$l\f$ is just transformed \f$h\f$ is needed to be understood.
In that way the light direction's PDF has following expression:
\f[p(l) = p(h)|J_T|\f]
Where \f$|J_T|\f$ is Jacobian of reflection transformation.
Lets find it.
Right now \f$n\f$ is axis from which \f$\theta\f$ spherical coordinate is encountered.
The first step is setting \f$v\f$ as starting point of \f$\theta\f$ instead of \f$n\f$.
This is linear transform so that \f$|J_T| = 1\f$.
Next step is transfer to spherical coordinate with \f$|J_T| = \sin\theta_{vh}\f$.
Due to previous step \f$\theta_{vh}\f$ is used instead of \f$\theta_h\f$.
In this coordinate system reflecting of \f$v\f$ relative to \f$h\f$ is just doubling \f$\theta_{vh}\f$ and Jacobian of it is equal to \f$\frac{1}{2}\f$.
In series of transform the Jacobians are multiplied so that currently \f$|J_T| = \frac{1}{2}\sin\theta_{vh}\f$.
And the final step is inverse transform to Cartesian coordinate system with \f$|J_T| = (\sin\theta_{vl})^{-1} = (\sin2\theta_{vh})^{-1}\f$.
Combining this all together the following expression is obtained for reflection transform Jacobian:
\f[|J_T| = \frac{\sin\theta_{vh}}{2\sin2\theta_{vh}} = \frac{\sin\theta_{vh}}{4\sin\theta_{vh}\cos\theta_{vh}} = \frac{1}{4\cos\theta_{vh}}\f]
And finally \f$p(l)\f$ looks like:
\f[p(l) = p(h)|J_T| = \frac{D\cos\theta_h}{4\cos\theta_{vh}}\f]
Lets go back to the Monte-Carlo sum and insert found result to it:
\f[\int\limits_H \frac{DG}{4\cos\theta_v \cos\theta_l} g(v, l) \cos\theta_l\, \mathrm{d}l \approx \frac{1}{N} \sum_{i=1}^N \frac{DG\, g(v, l_i) \cos\theta_{l_i}}{4\cos\theta_v \cos\theta_{l_i}\, p(l_i)} = \frac{1}{N} \sum_{i=1}^N \frac{G\, g(v, l_i) \cos\theta_{l_i} \cos\theta_{vh_i}}{\cos\theta_v \cos\theta_{l_i} \cos\theta_{h_i}}\f]
Here \f$G\f$ component is recommended to be calculated with original \f$k=\frac{\alpha}{2} = \frac{r^2}{2}\f$ in order to get more plausible result.
Of course, all \f$\cos\f$ must be clamped to range \f$[0, 1]\f$ because integral is calculated on a hemisphere and all expressions are defined on it.
\f$\cos\theta_v \cos\theta_{l_i}\f$ in denominator can be reduced with exactly the same part in geometric attenuation factor in order to avoid additional zero division cases.
Summarizing importance sampling strategy described above the convergence of Monte-Carlo integration can be improved using special PDF correlated with integrated function.
In case of BRDF with normal distribution functions \f$D\f$ the PDF producing procedure is defined.
Practically half vector \f$h\f$ is generated first and \f$l\f$ is obtained from it by view vector \f$v\f$ reflecting.
Due to this transformation final form of probability density used in sum is quite different but also has defined algorithm of calculation.
For isotropic Cook-Torrance BRDF the \f$\cos\theta_v\f$ and roughness \f$r\f$ are enough to start generation so that all integrals of that kind can be precalculated in 2D look-up tables variating these two parameters.
The same samples generation procedure must be used in specular map baking described in next chapter.
# Specular map
The situation with BRDF part of \f$L_{indirect}^s\f$ is clear now and \f$L_i^{indirect}(l)\f$ sum is left to be discussed.
That was called **specular map** and has following form:
\f[\frac{1}{N}\sum_{i=1}^N L_i^{indirect}(l_i)\f]
As was mentioned this sum must be calculated for every normal direction using the same samples generation principles as in numeric integration computation.
This principles require two scalar parameters \f$\cos\theta_v\f$ and \f$r\f$ but now \f$\phi\f$ really matters.
So that in fact the specular map has to be saved in 3D table consisting omnidirectional textures.
That is a big expense of computational and memory resources.
A couple of tricks helps to reduce dimensions.
First of all the \f$\cos\theta_v\f$ and \f$\phi\f$ can be just excluded.
In that way \f$v\f$ is considered to be equal to \f$n\f$.
Of course this approach produces an error and affects the final result.
It can be fixed more or less by \f$\cos\theta_{l_i}\f$ weighting:
\f[\frac{1}{N} \sum_{i=1}^N L_i^{indirect}(l_i) \cos\theta_{l_i}\f]
It is not a complete solution but practice shows that it is enough to get plausible illumination with sacrificing of lengthy reflections at grazing angles which exist in fact if everything is honestly computed.
The problem is that for \f$v \neq n\f$ considering this sum to be defined related to \f$n\f$ became incorrect.
For example, for complete mirroring materials with \f$r = 0\f$ this sum must boil down to \f$L_i^{indirect}(v_r)\f$
but not to \f$L_i^{indirect}(n)\f$ where \f$v_r\f$ is just reflected \f$v\f$ or in other words \f$v_r = 2(v \cdot n)n - v\f$.
That it just mirroring reflection principle.
Assumption of \f$n = v\f$ also means that \f$n = v = v_r\f$.
In that way radiance map better to be considered as averaging of illumination coming from \f$v_r\f$.
So that it has become to be defined related to reflection direction which has to be calculated before map's fetching.
Anyway, there are just two dimensions in radiance look-up table remain.
The rest one with \f$r\f$ parameter cannot be reduced.
There is no other ways except just roughness variation but in order to simplify that computations can be done for several values and the rest ones lying between can be obtained from linear interpolation.
This is another source of visual artifacts but it also works good in practice and that is pretty common approach.
But it still requires noticeably amount of samples and that is for every pixel related to each \f$r\f$ value.
It can be appropriate for precomputations but still limits using dynamic environments in real time rendering or just even static environments but on weak devices such as mobile ones.
And there are several possible ways to improve radiance map baking performance.
The first one is using textures with smaller resolutions for larger roughnesses.
The point is that smaller \f$r\f$ values produce map saving more details from origin environment in opposite to larger ones representing lower frequency components and working as low pass filters in fact.
So less pixels in combination with linear interpolation is enough to store less detailed convolutions.
Moreover, this approach naturally works with textures levels of details in graphics API
so that every certain radiance map related to certain \f$r\f$ can be stored on its own mip level and be directly fetched with linear interpolation not only over one texture but over levels too.
As practice shows 6 levels are enough.
After reducing pixels count it is turn for samples number.
And again correlation with roughness can be noticed.
For example map for completely mirroring materials with \f$r = 0\f$ the same sample \f$l_i = v_r\f$ will be produced.
So that only one sample is enough in this case.
In opposite way directions for \f$r = 1\f$ will be scattered over almost whole hemisphere what requires as much samples as available.
The 'locality' of distribution is decreased during increasing roughness and it is possible to assume that samples number might to be proportional to this 'locality' keeping accuracy at the same level.
But how can 'locality' be interpreted in terms of probability distribution? One possible way is CDF meaning.
\f$F(\theta_h)\f$ has been already defined and by definition it shows the probability of random value \f$\theta_h\f$ to be less than argument of CDF.
In other words \f$F(\theta'_h) = u\f$ means that probability of \f$\theta_h\f$ to be in range of \f$[0, \theta'_h]\f$ is \f$u\f$.
The inverse task of range searching using given \f$u\f$ can be solved with help of \f$F^{-1}(u) = \theta'_h\f$.
If \f$u\f$ is close to 1 (exact 1 has no sense because in that case \f$\theta'_h = \max\theta_h = \frac{\pi}{2}\f$)
then \f$\theta'_h\f$ represents the range of the most probable or most frequently generated values and that can be interpreted as 'locality' of distribution.
After that if samples number of the worst case with \f$r = 1\f$ is set (\f$N(1) = \max N\f$) the other ones can be estimated using following formula:
\f[N(r) = N(1)\frac{\theta'_h(r)}{\frac{\pi}{2}} = N(1)\frac{2\theta'_h(r)}{\pi} = N(1)\frac{2F^{-1}(u)}{\pi} = N(1)\frac{2}{\pi}\arccos\sqrt{\frac{1-u}{u(\alpha^2-1)+1}}\f]
It is approximate expression representing only estimated general proportionality so that cases of \f$r = 0\f$ and \f$r = 1\f$ must be processed separately with \f$N(0) = 1\f$ and \f$N(1) = \max N\f$.
\f$u\f$ can be parameter of this optimization strategy controlling speed of samples reducing in order to balance performance and quality (\f$u = 1\f$ disables this optimization at all).
This pretty tricky technique allows reducing calculations for every pixels without sacrificing the quality.
In addition to optimizations mentioned before another one can be applied in order to help to reduce samples numbers as previous one.
Using less samples produces image noise due to discrete nature of Monte-Carlo approximation.
But it can be slightly smoothed using some prefiltration.
The idea is that for the directions with small PDF or in other words for rare directions the samples near of it is unlikely to be generated.
So that this direction represents the averaged illumination from relatively big area on hemisphere but approximate it by just a constant.
It wold be better to get from such direction already averaged over bigger area environment.
It can be achieved using mip levels of origin \f$L_i^{indirect}\f$ whose pixels of one level is exact 4 averaged pixels from previous one.
Also mip levels generation is build in most common graphic API so there are no problems with it.
But first of all the area covered by one sample is needed to be found.
And that can be done as:
\f[\Omega_s = \frac{1}{N\,p(l)} = \frac{4\cos\theta_{vh}}{ND\cos\theta_h}\f]
Circumstance of \f$v = v_r = n\f$ leads to \f$\cos\theta_{vh}\f$ and \f$\cos\theta_h\f$ reducing so expression becomes even simpler:
\f[\Omega_s =\frac{4}{ND}\f]
Of course all zero divisions must be avoided by clamping, for example.
After that the area covered by one pixel of environment map is calculated.
In case of a cube map it looks like:
\f[\Omega_p = \frac{4\pi}{6k^2}\f]
Where \f$k\f$ is size of one cube map side in pixels (sides are assumed to be quads).
Finally the mip level of origin environment map which is needed to be fetched for this certain sample is defined by following expression:
\f[lod = \frac{1}{2} \log_2\left(\frac{\Omega_s}{\Omega_p}\right)\f]
The mathematics connected with mip levels sizes lie behind it but this is out of scope of this paper.
In combination with previous optimization technique this approach allows \f$N(1)\f$ to be smaller keeping visual results good.
That is not all possible optimization tricks but at least these three significantly reduces compute efforts and brings radiance map calculation to weak devices or even to dynamic environments in real time but in reasonable limits.
In that way \f$L_{indirect}^s\f$ can be completely computed without any integral approximations.
Only 2D look-up table of BRDF part and mip mapped omnidirectional texture of irradiance map are needed.
The first one can be got even without any environment.
It was achieved using some rough approximations and assumptions but despite of that the visual result are still plausible and can be compared even with ray traced images.
In order to complete whole image based lighting the \f$L_{indirect}^d\f$ component is left to be discussed.
# Spherical harmonics
Lets go back to diffuse indirect illumination component represented by following formula:
\f[L_{indirect}^d = (1-m)\frac{c}{\pi}\int\limits_H (1-F)L_i^{indirect}(l)\cos\theta_l\, \mathrm{d}l\f]
Of course, Monte-Carlo algorithm can be applied directly and hemisphere integral can be precalculated for every normal direction
but dependence from \f$v\f$ in Fresnel's factor does not allow to do it efficiently (every \f$v\f$ direction is needed to be considered again).
In order to resolve it modified version of Schlick's approximation has been created:
\f[F \approx F_{ss}=F_0+(\max(1-r, F_0))(1-\cos\theta_v)^5\f]
It differs from origin one and loses accuracy a little bit but now there is no light direction inside
so that it can be considered as kind of screen space defined Fresnel's factor (\f$ss\f$ means exactly 'screen space') and can be removed from integral:
\f[L_{indirect}^d = (1-m)(1-F_{ss})\frac{c}{\pi} \int\limits_H L_i^{indirect}(l) \cos\theta_l\, \mathrm{d}l\f]
The resulted expression without \f$(1-m)\f$ and \f$(1-F_{ss})\f$ parts is pretty known entity called **irradiance**.
It can be precalculated using \f$\cos\theta_l\f$ as PDF for importance sampling (actually it is only option in this case excluding uniform distribution).
But even with that samples will be scattered almost over whole hemisphere.
As was discussed in previous chapter this case requires significant amount of samples in order to average illumination with appropriate quality.
Poor accuracy resulted from lack of summand can be noticed especially on high frequency environments having a lot of contrasting details.
It worth to be mentioned that irradiance is used not only in BRDF.
Omnidirectional diffuse illumination captured for certain point or even for several points uniformly or hierarchically distributed is base of some baking global illumination techniques.
There it is called a **light probe**. So that other way to compute and store irradiance maps was found resolving many mentioned problems.
The Fourier's decomposition analogue for spherical function allows to achieve this.
That would be easy to explain concept directly on example.
So lets start from \f$L_i^{indirect}(l)\f$.
It is spherical function because directions are just points on sphere.
The decomposition looks like:
\f[L_i^{indirect}(l) = \sum_{i = 0}^\infty \sum_{j=-i}^i L_i^j y_i^j(l)\f]
Where \f$y_i^j(l)\f$ are spherical functions forming orthonormalized basis called spherical harmonics and \f$L_i^j\f$ is decompositions coefficients.
Orthonormality means that dot product of two basis elements is equal to 1 if this is the same functions and is equal to zero otherwise.
Dot product on a sphere is defined as integral of functions multiplication. In other words:
\f[\int\limits_S y_i^j(l)\, y_{i'}^{j'}(l)\, \mathrm{d}l = \begin{cases} 1 & \quad i,j = i',j' \\ 0 & \quad \mathrm{otherwise}\end{cases}\f]
Function basis with such traits is known and is described by following formulas:
\f[y_i^{j > 0}(\theta, \phi) = \sqrt{2}K_i^j\cos(j\phi)P_i^j(\cos\theta)\f]
\f[y_i^{j<0}(\theta, \phi) = \sqrt{2}K_i^j\sin(j\phi)P_i^{|j|}(\cos\theta)\f]
\f[y_i^0(\theta, \phi) = K_i^0P_i^0(\cos\theta)\f]
\f[K_i^j = \sqrt{\frac{(2i+1)(i-|j|)!}{4\pi(i+|j|)!}}\f]
\f[P_0^0(x) = 1\f]
\f[P_1^0(x) = x\f]
\f[P_i^i(x) = (-1)^i(2i-1)!!(1-x^2)^\frac{i}{2}\f]
\f[P_i^j(x) = \frac{(2i-1)xP_{i-1}^j(x) - (i + j - 1)P_{i-2}^j}{i - j}\f]
Here \f$K_i^j\f$ are normalization factors and \f$P_i^j\f$ are **Legendre's polynomials**.
Decomposition coefficients \f$L_i^j\f$ are dot product of origin function (\f$L_i^{indirect}(l)\f$ in current case) and corresponding basis element. It can be written down as:
\f[L_i^j = \int\limits_S L_i^{indirect}(l)\,y_i^j(l)\, \mathrm{d}l\f]
Fact that all calculation happen over a sphere but not over hemisphere right now is important not to be missed.
That was example of spherical function decomposition but not a solution for original task which looks like:
\f[\int\limits_H L_i^{indirect}(l) \cos\theta_l\, \mathrm{d}l\f]
First of all, lets transform this integral to be defined not over hemisphere but sphere:
\f[\int\limits_H L_i^{indirect}(l) \cos\theta_l\, \mathrm{d}l = \int\limits_S L_i^{indirect}(l)\overline{\cos}\theta_l\, \mathrm{d}l\f]
Where \f$\overline{\cos}\f$ is cosine clamped to zero which can be expressed as:
\f[\overline{\cos}\theta_l = \max(\cos\theta_l, 0)\f]
Resulted expression can be considered as convolution in terms of spherical functions where \f$L_i^{indirect}(l)\f$ is target and \f$\overline{\cos}\theta_l\f$ is core.
This integral may seem independent but in fact hemisphere is oriented related to \f$n\f$ therefore \f$\overline{\cos}\theta_l\f$ depends on it too and became a kind of 'oriented' version of cosine.
That is pretty tricky and explanation about meaning of convolution on sphere is out of scope of this paper.
Fact that this is convolution analogue related to \f$n\f$ is enough for now.
The goal of looking at integral from this angle is using of convolution's trait allowing to compute decomposition using just only coefficients of function and core.
\f$\overline{\cos}\theta_l\f$ is independent from \f$\phi_l\f$ and in case of such radial symmetric cores the resulting coefficients boil down to following formula:
\f[(L_i^{indirect}(l) \ast \overline{\cos}\theta_l)_i^j = \frac{1}{K_i^0}L_i^j\, c_i^0 = \sqrt{\frac{4\pi}{2i+1}}L_i^j\, c_i^0\f]
Where \f$c_i^0\f$ are spherical harmonics factors corresponding to \f$\overline{\cos}\theta\f$.
Therefore the final decomposition looks like:
\f[\int\limits_{H(n)} L_i^{indirect}(l) \cos\theta_l\, \mathrm{d}l = \int\limits_S L_i^{indirect}(l)\overline{\cos}\theta_l\, \mathrm{d}l = \sum_{i=0}^\infty \sum_{j = -i}^i \sqrt{\frac{4\pi}{2i+1}}L_i^j\, c_i^0\, y_i^j(n)\f]
\f$c_i^0\f$ is left to be found.
Due to independence from \f$\phi\f$ all \f$c_i^{j \neq 0} = 0\f$.
The rest ones are calculated by regular dot product with basis functions:
\f[c_i^0 = c_i = \int\limits_S y_i^0(l)\, \overline{\cos}\theta_l\, \mathrm{d}l = \int\limits_0^{2\pi} \mathrm{d}\phi \int\limits_0^\pi y_i^0(\theta, \phi)\, \overline{\cos}\theta \sin\theta\, \mathrm{d}\theta = \int\limits_0^{2\pi} \mathrm{d}\phi \int\limits_0^\frac{\pi}{2} y_i^0(\theta, \phi)\, \cos\theta\sin\theta\, \mathrm{d}\theta = \f]
\f[= 2\pi\int\limits_0^\frac{\pi}{2} y_i^0(\theta, \phi)\, \cos\theta\sin\theta\, \mathrm{d}\theta = 2\pi K_i^0\int\limits_0^\frac{\pi}{2} P_i^0(\cos\theta)\, \cos\theta\sin\theta\, \mathrm{d}\theta\f]
\f$\sin\theta\f$ appears due to transfer from integral over sphere to double integral where \f$\mathrm{d}l = \sin\theta\, \mathrm{d}\theta\, \mathrm{d}\phi\f$.
There is an analytical solution for this expressions:
\f[c_1 = \sqrt{\frac{\pi}{3}}\f]
\f[c_{odd} = 0 \quad c_{even} = 2\pi\sqrt{\frac{2i+1}{4\pi}}\frac{(-1)^{\frac{i}{2}-1}}{(i+2)(i-1)}\frac{i!}{2^i\left(\frac{i!}{2}\right)^2}\f]
Starting from about the third \f$c_i\f$ the coefficients become less and less valuable so that only couple of them is enough in order to approximate \f$\overline{\cos}\theta\f$ with appropriate accuracy.
The same principle is true for convolution too because its coefficients are multiplied by \f$c_i\f$.
So there is no need to use more than even three bands (\f$i = 0, 1, 2\f$) of basis functions.
Lets write down them all in Cartesian coordinate system:
\f[y_0^0 = \frac{1}{2}\sqrt{\frac{1}{\pi}} = Y_0^0\f]
\f[y_1^{-1} = -\frac{1}{2}\sqrt{\frac{3}{\pi}}y = Y_1^{-1}y\f]
\f[y_1^0 = \frac{1}{2}\sqrt{\frac{3}{\pi}}z = Y_1^0z\f]
\f[y_1^1 = -\frac{1}{2}\sqrt{\frac{3}{\pi}}x = Y_1^1x\f]
\f[y_2^{-2} = \frac{1}{2}\sqrt{\frac{15}{\pi}}xy = Y_2^{-2}xy\f]
\f[y_2^{-1} = -\frac{1}{2}\sqrt{\frac{15}{\pi}}yz = Y_2^{-1}yz\f]
\f[y_2^0 = \frac{1}{4}\sqrt{\frac{5}{\pi}}(3z^2-1) = Y_2^0(3z^2-1)\f]
\f[y_2^1 = -\frac{1}{2}\sqrt{\frac{15}{\pi}}xz = Y_2^1xz\f]
\f[y_2^2 = \frac{1}{4}\sqrt{\frac{15}{\pi}}(x^2-y^2) = Y_2^2(x^2-y^2)\f]
All \f$Y_i^j\f$ are just constants so that it can be moved from integral during calculations and can be taken from precomputed table.
Other constants related to \f$c_i\f$ can be united and also be calculated beforehand:
\f[\hat{c}_i = \frac{1}{K_i^0}\, c_i = \sqrt{\frac{4\pi}{2i+1}}\, c_i\f]
Finally expression of irradiance map approximation can be defined:
\f[\int\limits_{H(n)} L_i^{indirect}(l) \cos\theta_l\, \mathrm{d}l \approx \sum_{i=0}^2 \sum_{j=-i}^i L_i^j\, \hat{c}_i\, y_i^j(n)\f]
Where \f$\hat{c}_i\f$ is precalculated constants \f$y_i^j(n)\f$ are pretty easy functions and only \f$L_i^j\f$ are needed to be precomputed.
Of course \f$L_i^j\f$ are integrals over even whole sphere but now there is only nine of it instead of one for every pixel of omnidirectional image.
Moreover, texture is not needed at all in that case and only 9 colors representing \f$L_i^j\f$ have to be saved.
The Monte-Carlo algorithm can be applied with just uniform samples distribution without importance sampling at all.
\f$Y_i^j\f$ are used twice: in \f$L_i^j\f$ calculations and in sum after that.
So there is sense to store only squares of it.
All tables with constants presented below:
| |
|-|
| \f$(Y_0^0)^2 \approx (0.282095)^2\f$ |
| \f$(Y_1^{-1})^2 = (Y_1^0)^2 = (Y_1^1)^2 \approx (0.488603)^2\f$ |
| \f$(Y_2^{-2})^2 = (Y_2^{-1})^2 = (Y_2^1)^2 \approx (1.092548)^2\f$ |
| \f$(Y_2^0)^2 \approx (0.315392)^2\f$ |
| \f$(Y_2^2)^2 \approx (0.546274)^2\f$ |
| | |
|-|-|
| \f$\hat{c}_0\f$ | \f$3.141593\f$ |
| \f$\hat{c}_1\f$ | \f$2.094395\f$ |
| \f$\hat{c}_2\f$ | \f$0.785398\f$ |
Summarizing all mathematics above spherical harmonics decomposition boils down irradiance map to only 9 values which is needed to be precalculated as integrals.
As practice shows this is very good approximation of diffuse indirect illumination component.
# Transparent materials
TODO
# Low discrepancy sequence
TODO

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@@ -109,7 +109,7 @@ implementation of 3D viewer. OpenGL specification is developed by the
Khronos group, https://www.khronos.org/opengl/. OCCT code includes header
file *glext.h* obtained from Khronos web site.
**VTK** -- The **Visualization Toolkit (VTK)** is an open-source, freely available software system for 3D computer graphics, image processing and visualization. OCCT VIS component provides adaptation functionality for visualization of OCCT topological shapes by means of VTK library. If you need further information on VTK, refer to VTK Homepage https://www.vtk.org/.
**VTK** -- The **Visualization Toolkit (VTK)** is an open-source, freely available software system for 3D computer graphics, image processing and visualization. OCCT VIS component provides adaptation functionality for visualization of OCCT topological shapes by means of VTK library. If you need further information on VTK, refer to VTK Homepage http://www.vtk.org/.
**Doxygen** developed by Dimitri van Heesch is open source documentation system for
C++, C, Java, Objective-C, Python, IDL, PHP and C#. This product is used in Open CASCADE Technology
@@ -120,7 +120,7 @@ If you need further information on Doxygen, refer to https://www.stack.nl/~dimit
Graph visualization is representiation of structured information as diagrams of abstract graphs and networks.
This product is used together with Doxygen in Open CASCADE Technology for automatic creation of Technical Documentation
(generation of dependency graphs). Current versions of Graphviz are licensed on an open source
basis under The Eclipse Public License (EPL) (https://www.graphviz.org/license/).
basis under The Eclipse Public License (EPL) (http://www.graphviz.org/License.php).
**Inno Setup** is a free script-driven installation system created in CodeGear Delphi by Jordan Russell.
In OCCT Inno Setup is used to create Installation Wizard on Windows.
@@ -130,10 +130,10 @@ It is licensed under Inno Setup License (http://www.jrsoftware.org/files/is/lice
and others used by multimedia applications. This library is developed by Hervé Drolon and Floris van den Berg.
FreeImage is easy to use, fast, multithreading safe, compatible with all 32-bit or 64-bit versions of Windows,
and cross-platform (works both with Linux and Mac OS X). FreeImage is optionally used by OCCT to work
with images, on conditions of the FreeImage Public License (FIPL) (https://freeimage.sourceforge.net/freeimage-license.txt).
with images, on conditions of the FreeImage Public License (FIPL) (http://freeimage.sourceforge.net/freeimage-license.txt).
**David M. Gay's floating point routines** (dtoa.c) are used for fast reading of floating point values from text strings.
These routines are available under MIT-like license (see https://www.netlib.org/fp/).
These routines are available under MIT-like license (see http://www.netlib.org/fp/).
**CMake** is an open-source, cross-platform family of tools designed to build, test and package software. CMake is used to control the software compilation process using simple platform and compiler independent configuration files, and generate native makefiles and workspaces that can be used in the compiler environment of your choice.
OCCT uses CMake as a build system. CMake is available under BSD 3-Clause license. See more at https://cmake.org/
@@ -150,12 +150,6 @@ FFmpeg is optionally used by OCCT for video recording, on LGPL conditions (https
for generation of User and Developer Guides in PDF format. See https://miktex.org for information
on this tool.
**RapidJSON** is an Open Source JSON parser and generator for C++.
RapidJSON is optionally used by OCCT for reading glTF files (https://rapidjson.org/).
**DejaVu** fonts are a font family based on the Vera Fonts under a permissive license (MIT-like, https://dejavu-fonts.github.io/License.html).
DejaVu Sans (basic Latin sub-set) is used by OCCT as fallback font when no system font is available.
Adobe Systems, Inc. provides **Adobe Reader**, which can be used to view files in Portable Document Format (PDF).
@section OCCT_OVW_SECTION_3 Documentation
@@ -210,13 +204,13 @@ for which OCCT is certified to work.
| OS | Compiler |
| --------- | ----------- |
| Windows | Microsoft Visual Studio: 2008 SP1, 2010 SP1, 2012 Update 4, 2013 Update 5, 2015 Update 3, 2017 <sup>1</sup>, 2019 <br>, LLVM (ClangCL), GCC 4.3+ (Mingw-w64)|
| Windows | Microsoft Visual Studio: 2008 SP1, 2010 SP1<sup>1</sup>, 2012 Update 4, 2013 Update 5, 2015, 2017 <br> GCC 4.3+ (Mingw-w64)|
| Linux | GNU gcc 4.3+ <br> LLVM CLang 3.6+ |
| OS X / macOS | XCode 6 or newer |
| Android | NDK r10, GNU gcc 4.8 or newer |
| Web | Emscripten SDK 1.39 or newer (CLang) |
1) VC++ 141 64-bit is used for regular testing and for building binary package of official release of OCCT on Windows.
1) VC++ 10 64-bit is used for regular testing and for building
binary package of official release of OCCT on Windows.
@subsection overview_req_libs Third-party libraries
@@ -228,9 +222,9 @@ for which OCCT is certified to work.
| Freetype (for text rendering) | FreeType 2.4.11-2.7.1 https://sourceforge.net/projects/freetype/files/ |
| FreeImage (optional, for support of common 2D graphic formats) | FreeImage 3.17.0+ https://sourceforge.net/projects/freeimage/files |
| FFmpeg (optional, for video recording) | FFmpeg 3.1+ https://www.ffmpeg.org/download.html |
| RapidJSON (optional, for reading glTF) | RapidJSON 1.1+ https://rapidjson.org/ |
| RapidJSON (optional, for reading glTF) | RapidJSON 1.1+ http://rapidjson.org/ |
| Intel TBB (optional, for multithreaded algorithms) | TBB 4.x or 5.x https://www.threadingbuildingblocks.org/ |
| VTK (for VTK Integration Services | VTK 6.1+ https://www.vtk.org/download/ |
| VTK (for VTK Integration Services | VTK 6.1+ http://www.vtk.org/download/ |
| Doxygen (optional for building documentation) | Doxygen 1.8.5+ https://www.stack.nl/~dimitri/doxygen/download.html |
@subsection overview_req_hw Hardware
@@ -288,13 +282,13 @@ When the installation is complete, you will find the directories for 3rd party p
@figure{/overview/images/overview_3rdparty.png}
The contents of the OCCT-7.4.0 directory (called further "OCCT root", or $CASROOT) are as follows:
The contents of the OCCT-7.3.0 directory (called further "OCCT root", or $CASROOT) are as follows:
@figure{/overview/images/overview_installation.png, "The directory tree"}
* **adm** This folder contains administration files, which allow rebuilding OCCT;
* **adm/cmake** This folder contains files of CMake building procedure;
* **adm/msvc** This folder contains Visual Studio projects for Visual C++ 2010, 2012, 2013, 2015, 2017 and 2019 which allow rebuilding OCCT under Windows platform in 32 and 64-bit mode;
* **adm/msvc** This folder contains Visual Studio projects for Visual C++ 2010, 2012, 2013, 2015 and 2017 which allow rebuilding OCCT under Windows platform in 32 and 64-bit mode;
* **data** This folder contains CAD files in different formats, which can be used to test the OCCT functionality;
* **doc** This folder contains OCCT documentation in HTML and PDF format;
* **dox** This folder contains sources of OCCT documentation in plain text (MarkDown) format;
@@ -313,7 +307,7 @@ To run any Open CASCADE Technology application you need to set the environment v
You can define the environment variables with env.bat script located in the
$CASROOT folder. This script accepts two arguments to be used:
the version of Visual Studio (vc10 -- vc142) and the architecture (win32 or win64).
the version of Visual Studio (vc10 -- vc141) and the architecture (win32 or win64).
The additional environment settings necessary for compiling OCCT libraries and samples
by Microsoft Visual Studio can be set using script custom.bat located in the same folder.
@@ -336,7 +330,7 @@ The scripts are located in the OCCT root folder.
* **CASROOT** is used to define the root directory of Open CASCADE Technology;
* **PATH** is required to define the path to OCCT binaries and 3rdparty folder;
* **LD_LIBRARY_PATH** is required to define the path to OCCT libraries (on UNIX platforms only; **DYLD_LIBRARY_PATH** variable in case of macOS);
* **LD_LIBRARY_PATH** is required to define the path to OCCT libraries (on UNIX platforms only);
* **MMGT_OPT** (optional) if set to 1, the memory manager performs optimizations as described below; if set to 2,
Intel (R) TBB optimized memory manager is used; if 0 (default), every memory block is allocated
in C memory heap directly (via malloc() and free() functions).
@@ -417,7 +411,8 @@ Remarks:
**On Linux:**
* If OCCT was built by Code::Blocks use <i>$CASROOT/draw.sh</i> file to launch *DRAWEXE* executable.
1. If OCCT was built by Code::Blocks use <i>$CASROOT/draw_cbp.sh</i> file to launch *DRAWEXE* executable;
2. If OCCT was built by Automake use <i>$CASROOT/draw_amk.sh</i> file to launch *DRAWEXE* executable;
Draw[1]> prompt appears in the command window
@@ -573,11 +568,3 @@ There is a sample demonstrating usage of OCCT on iOS with Apple UIKit framework.
@figure{/overview/images/sample_ios_uikit.png}
See \subpage occt_samples_ios_uikit "iOS sample Readme" for details.
@subsubsection OCCT_OVW_SECTION_7_3_6 Web
WebGL Viewer sample demonstrating usage of OCCT 3D Viewer in Web browser with Emscripten SDK can be found in `samples/webgl`.
@figure{/overview/images/sample_webgl.png}
See \subpage occt_samples_webgl "WebGL sample Readme" for details.

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@@ -48,6 +48,6 @@ LATEX_CMD_NAME = latex
MAKEINDEX_CMD_NAME = makeindex
# Define alias for inserting images in uniform way (both HTML and PDF)
ALIASES += figure{1}="\image latex \1 \n"
ALIASES += figure{2}="\image latex \1 \2 \n"
ALIASES += figure{3}="\image latex \1 \2 width=\3 \n"
ALIASES += figure{1}="\image latex \1"
ALIASES += figure{2}="\image latex \1 \2"
ALIASES += figure{3}="\image latex \1 \2 width=\3"

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@@ -26,7 +26,7 @@ This modular structure is illustrated in the diagram below.
* @ref OCCT_TOVW_SECTION_2 "Foundation Classes" module underlies all other OCCT classes;
* @ref OCCT_TOVW_SECTION_3 "Modeling Data" module supplies data structures to represent 2D and 3D geometric primitives and their compositions into CAD models;
* @ref OCCT_TOVW_SECTION_4 "Modeling Algorithms" module contains a vast range of geometrical and topological algorithms;
* @ref OCCT_TOVW_SECTION_4a "Mesh" toolkit from "Modeling Algorithms" module implements tessellated representations of objects;
* @ref OCCT_TOVW_SECTION_4a "Mesh" module implements tessellated representations of objects;
* @ref OCCT_TOVW_SECTION_5 "Visualization" module provides complex mechanisms for graphical data representation;
* @ref OCCT_TOVW_SECTION_6 "Data Exchange" module inter-operates with popular data formats and relies on @ref OCCT_TOVW_SECTION_6a "Shape Healing" to improve compatibility between CAD software of different vendors;
* @ref OCCT_TOVW_SECTION_7 "Application Framework" module offers ready-to-use solutions for handling application-specific data (user attributes) and commonly used functionality (save/restore, undo/redo, copy/paste, tracking CAD modifications, etc).
@@ -38,207 +38,196 @@ In addition, @ref OCCT_TOVW_SECTION_8 "Open CASCADE Test Harness", also called D
**Foundation Classes** module contains data structures and services used by higher-level Open CASCADE Technology classes:
* Primitive types, such as Boolean, Character, Integer or Real;
* String classes that handle Unicode strings;
* String classes that handle ASCII and Unicode strings;
* Collection classes that handle statically or dynamically sized aggregates of data, such as arrays, lists, queues, sets and hash tables (data maps).
* Classes providing commonly used numerical algorithms and basic linear algebra calculations (addition, multiplication, transposition of vectors and matrices, solving linear systems etc).
* Fundamental types like color, date and time information;
* Fundamental types representing physical quantities and supporting date and time information;
* Primitive geometry types providing implementation of basic geometric and algebraic entities that define and manipulate elementary data structures.
* Exception classes that describe situations, when the normal execution of program is abandoned;
This module also provides a variety of general-purpose services, such as:
* Safe handling of dynamically created objects, ensuring automatic deletion of unreferenced objects (smart pointers);
* Standard and specialized memory allocators;
* Configurable optimized memory manager increasing the performance of applications that intensively use dynamically created objects;
* Extended run-time type information (RTTI) mechanism maintaining a full type hierarchy and providing means to iterate over it;
* Encapsulation of C++ streams;
* Automated management of heap memory by means of specific allocators;
* Basic interpreter of expressions facilitating the creation of customized scripting tools, generic definition of expressions, etc.;
* Tools for dealing with configuration resource files and customizable message files facilitating multi-language support in applications;
* Tools for dealing with configuration resource files and customizable message files facilitating multi-language support in applications;
* Progress indication and user break interfaces, giving a possibility even for low-level algorithms to communicate with the user in a universal and convenient way;
* and many others...
See the details in @ref occt_user_guides__foundation_classes "Foundation Classes User's Guide"
See also: our <a href="https://www.opencascade.com/content/tutorial-learning">E-learning & Training</a> offerings.
See also: our <a href="http://www.opencascade.com/content/tutorial-learning">E-learning & Training</a> offerings.
@section OCCT_TOVW_SECTION_3 Modeling Data
**Modeling Data** supplies data structures to implement boundary representation (BRep) of objects in 3D.
In BRep the shape is represented as an aggregation of geometry within topology.
The geometry is understood as a mathematical description of a shape, e.g. as curves and surfaces (simple or canonical, Bezier, NURBS, etc).
The topology is a data structure binding geometrical objects together.
**Modeling Data** supplies data structures to implement boundary representation (BRep) of objects in 3D. In BRep the shape is represented as an aggregation of geometry within topology. The geometry is understood as a mathematical description of a shape, e.g. as curves and surfaces (simple or canonical, Bezier, NURBS, etc). The topology is a data structure binding geometrical objects together.
Geometry types and utilities provide geometric data structures and services for:
* Description of points, vectors, curves and surfaces:
* their positioning in 3D space using axis or coordinate systems, and
* their geometric transformation, by applying translations, rotations, symmetries, scaling transformations and combinations thereof.
* their positioning in 3D space using axis or coordinate systems, and
* their geometric transformation, by applying translations, rotations, symmetries, scaling transformations and combinations thereof.
* Creation of parametric curves and surfaces by interpolation and approximation;
* Algorithms of direct construction;
* Conversion of curves and surfaces to NURBS form;
* Computation of point coordinates on 2D and 3D curves;
* Calculation of extrema between geometric objects.
Topology defines relationships between simple geometric entities.
A shape, which is a basic topological entity, can be divided into components (sub-shapes):
Topology defines relationships between simple geometric entities. A shape, which is a basic topological entity, can be divided into components (sub-shapes):
* Vertex -- a zero-dimensional shape corresponding to a point;
* Edge -- a shape corresponding to a curve and bounded by a vertex at each extremity;
* Wire -- a sequence of edges connected by their vertices;
* Face -- a part of a plane (in 2D) or a surface (in 3D) bounded by wires;
* Shell -- a collection of faces connected by edges of their wire boundaries;
* Solid -- a finite closed part of 3D space bounded by shells;
* Composite solid -- a collection of solids connected by faces of their shell boundaries;
* Compound -- a collection of shapes of arbitrary type.
* Compound solid -- a collection of solids connected by faces of their shell boundaries.
Complex shapes can be defined as assemblies (compounds) of simpler entities.
Complex shapes can be defined as assemblies of simpler entities.
See the details in @ref occt_user_guides__modeling_data "Modeling Data User's Guide"
3D geometric models can be stored in OCCT native BREP format.
See @ref occt_user_guides__brep_wp "BREP Format Description White Paper" for details on the format.
See also: our <a href="https://www.opencascade.com/content/tutorial-learning">E-learning & Training</a> offerings.
See also: our <a href="http://www.opencascade.com/content/tutorial-learning">E-learning & Training</a> offerings.
@section OCCT_TOVW_SECTION_4 Modeling Algorithms
**Modeling Algorithms** module groups a wide range of topological and geometric algorithms used in geometric modeling.
Basically, there are two groups of algorithms in Open CASCADE Technology:
* High-level modeling routines used in the real design;
* Low-level mathematical support functions used as a groundwork for the modeling API.
**Modeling Algorithms** module groups a wide range of topological and geometric algorithms used in geometric modeling. Basically, there are two groups of algorithms in Open CASCADE Technology:
* High-level modeling routines used in the real design;
* Low-level mathematical support functions used as a groundwork for the modeling API;
Low-level *geometric tools* provide the algorithms, which:
* Calculate the intersection of two curves, surfaces, or a curve and a surface;
* Project points onto 2D and 3D curves, points onto surfaces and 3D curves onto surfaces;
* Construct lines and circles from constraints;
* Construct free-form curves and surfaces from constraints (interpolation, approximation, skinning, gap filling, etc).
* Low-level geometric tools provide the algorithms, which:
* Calculate the intersection of two curves, surfaces, or a curve and a surface;
* Project points onto 2D and 3D curves, points onto surfaces and 3D curves onto surfaces;
* Construct lines and circles from constraints;
* Construct free-form curves and surfaces from constraints (interpolation, approximation, skinning, gap filling, etc);
Low-level *topological tools* provide the algorithms, which:
* Tessellate shapes;
* Check correct definition of shapes;
* Determine the local and global properties of shapes (derivatives, mass-inertia properties, etc);
* Perform affine transformations;
* Find planes in which edges are located;
* Convert shapes to NURBS geometry;
* Sew connected topologies (shells and wires) from separate topological elements (faces and edges).
* Low-level topological tools provide the algorithms, which:
* Tessellate shapes;
* Check correct definition of shapes;
* Determine the local and global properties of shapes (derivatives, mass-inertia properties, etc);
* Perform affine transformations;
* Find planes in which edges are located;
* Convert shapes to NURBS geometry;
* Sew connected topologies (shells and wires) from separate topological elements (faces and edges).
Top-level API provides the following functionality:
* Construction of Primitives:
* Boxes;
* Prisms;
* Cylinders;
* Cones;
* Spheres;
* Toruses.
* Kinematic Modeling:
* Prisms -- linear sweeps;
* Revolutions -- rotational sweeps;
* Pipes -- general-form sweeps;
* Lofting.
* Construction of Primitives:
* Boxes;
* Prisms;
* Cylinders;
* Cones;
* Spheres;
* Toruses.
* Kinematic Modeling:
* Prisms -- linear sweeps;
* Revolutions -- rotational sweeps;
* Pipes -- general-form sweeps;
* Lofting.
@figure{/technical_overview/images/0001.png "Shapes containing pipes with variable radius produced by sweeping"}
* Boolean Operations, which allow creating new shapes from the combinations of source shapes. For two shapes *S1* and *S2*:
* *Common* contains all points that are in *S1* and *S2*;
* *Fuse* contains all points that are in *S1* or *S2*;
* *Cut* contains all points in that are in *S1* and not in *S2*.
* Boolean Operations, which allow creating new shapes from the combinations of source shapes. For two shapes *S1* and *S2*:
* *Common* contains all points that are in *S1* and *S2*;
* *Fuse* contains all points that are in *S1* or *S2*;
* *Cut* contains all points in that are in *S1* and not in *S2*
See @ref occt_user_guides__boolean_operations "Boolean Operations" User's Guide for detailed documentation.
* Algorithms for local modifications such as:
* Hollowing;
* Shelling;
* Creation of tapered shapes using draft angles;
* Algorithms to make fillets and chamfers on shape edges, including those with variable radius (chord).
* Algorithms for local modifications such as:
* Hollowing;
* Shelling;
* Creation of tapered shapes using draft angles;
* Algorithms to make fillets and chamfers on shape edges, including those with variable radius (chord).
* Algorithms for creation of mechanical features, i.e. depressions, protrusions, ribs and grooves or slots along planar or revolution surfaces.
* Algorithms for creation of mechanical features, i.e. depressions, protrusions, ribs and grooves or slots along planar or revolution surfaces.
@figure{/technical_overview/images/0004.png}
See the details in @ref occt_user_guides__modeling_algos "Modeling Algorithms User's Guide".
See also: our <a href="https://www.opencascade.com/content/tutorial-learning">E-learning & Training</a> offerings.
See also: our <a href="http://www.opencascade.com/content/tutorial-learning">E-learning & Training</a> offerings.
@subsection OCCT_TOVW_SECTION_4a Mesh
@section OCCT_TOVW_SECTION_4a Mesh
**Mesh** toolkit provides the functionality to work with tessellated representations of objects in form of triangular facets. This toolkit contains:
**Mesh** module provides the functionality to work with tessellated representations of objects in form of triangular facets. This module contains:
- data structures to store surface mesh data associated to shapes and basic algorithms to handle them;
- data structures and algorithms to build triangular surface mesh from *BRep* objects (shapes);
- data structures and algorithms to a build triangular surface mesh from *BRep* objects (shapes);
- tools for displaying meshes with associated pre- and post-processor data (scalars or vectors).
Open CASCADE Technology includes two mesh converters:
- VRML converter translates Open CASCADE shapes to VRML 1.0 files (Virtual Reality Modeling Language). Two representation modes are possible: shaded, which presents shapes as sets of triangles computed by the mesh algorithm, or wireframe, which presents shapes as sets of curves.
- STL converter translates Open CASCADE shapes to STL files. STL (STtereoLithography) format is widely used for rapid prototyping (3D printing).
Open CASCADE SAS also offers Advanced Mesh Products:
- <a href="https://www.opencascade.com/content/mesh-framework">Open CASCADE Mesh Framework (OMF)</a>
- <a href="https://www.opencascade.com/content/express-mesh">Express Mesh</a>
- <a href="http://www.opencascade.com/content/mesh-framework">Open CASCADE Mesh Framework (OMF)</a>
- <a href="http://www.opencascade.com/content/express-mesh">Express Mesh</a>
@figure{/technical_overview/images/0003.png}
@section OCCT_TOVW_SECTION_5 Visualization
**Visualization** module provides ready-to-use algorithms to create graphic presentations from various objects: shapes, meshes, etc.
**Visualization** module provides ready-to-use algorithms to create graphic presentations from various objects: shapes, meshes, etc.
In Open CASCADE Technology visualization is based on the separation of CAD data and its graphical presentation. The presentations can be customized to take the specificity of your application into account.
In Open CASCADE Technology visualization is based on the separation of CAD data and its graphical presentation.
The module also supports a fast and powerful interactive selection mechanism.
Visualization module relies on the following key toolkits:
- *TKV3d* toolkit defines a high-level API called (Application Interactive Services* (AIS) for working with interactive objects.
- *TKService* toolkit defines a low-level API for managing and creating presentations from primitive arrays.
This toolkit defines an abstraction layer for defining an arbitrary graphic driver responsible for actual rendering.
- *TKOpenGl* toolkit implements the graphic driver using OpenGL and OpenGL ES libraries.
The view facilities provided by OCCT range from low-level tools working with basic geometry and topology (such as NURBS visualization with control points and nodes, rendering of isolines to estimate speed and quality of parameterization, or rendering of a parametric profile of edges) to high-level tools for real time quality rendering of models using ray tracing: shades, reflections, transparency, anti-aliasing, etc.
While low-level API operates with primitive arrays (triangles, lines, points), the higher level includes services for building presentations for B-Rep shapes (shaded and wireframe).
A comprehensive list of standard interactive objects includes topological shape, mesh presentation, various dimensions, manipulators and others.
It provides a solid basis for rapid application development, while flexible and extensible API allows development of highly customized application-specific presentations.
Here are just a few examples:
Here are a few examples of OCCT Visualization features:
* Camera-driven view projection and orientation.
Perspective, orthographic and stereographic projections are supported.
* Support of Common (diffuse/ambient/specular) and PBR metallic-roughness material models.
* Possibility to flexibly adjust appearance of dimensions in a 3D view.
The 3D text object represents a given text string as a true 3D object in the model space.
* Definition of clipping planes through the plane equation coefficients.
Ability to define visual attributes for cross-section at the level or individual clipping planes.
In the image below different parts of the rocket are clipped with different planes and hatched.
@figure{/technical_overview/images/0008.png, "Display of shape cross-section and dimensions"}
* Camera-driven view projection and orientation. It is possible to choose between perspective, orthographic and stereographic projection.
* Real-time ray tracing technique using recursive Whitted's algorithm and Bounded Volume Hierarchy effective optimization structure.
@figure{/technical_overview/images/0002.png, "Real time visualization by ray tracing method"}
* Support of GLSL shaders. The shader management is fully automatic, like with any other OpenGL resource.
* Support of built-in and application-specific GLSL shaders.
@figure{/technical_overview/images/0013.png, "Fragment shader implementing custom clipping surface"}
* Optimization of rendering performance through the algorithms of:
* View frustum culling, which skips the presentation outside camera at the rendering stage;
* Back face culling, which reduces the rendered number of triangles and eliminates artifacts at shape boundaries.
* Real-time ray tracing technique using recursive Whitted's algorithm and Bounded Volume Hierarchy effective optimization structure.
@figure{/technical_overview/images/0002.png, "Real time visualization by ray tracing method"}
* Support of standard and custom materials, defined by transparency, diffuse, ambient and specular reflection and refraction index. The latter allows implementing transparent materials, such as glass, diamond and water.
@figure{/technical_overview/images/0012.png, "Simulation of a glass cover"}
* Optimization of rendering performance through the algorithms of:
* View frustum culling, which skips the presentation outside camera at the rendering stage and
* Back face culling, which reduces the rendered number of triangles and eliminates artifacts at shape boundaries.
* Definition of clipping planes through the plane equation coefficients. Ability to define visual attributes for cross-section at the level or individual clipping planes. In the image below different parts of the rocket are clipped with different planes and hatched.
* Possibility to flexibly adjust appearance of dimensions in a 3D view. The 3D text object represents a given text string as a true 3D object in the model space.
@figure{/technical_overview/images/0008.png, "Display of shape cross-section and dimensions"}
For more details, see @ref occt_user_guides__visualization "Visualization User's Guide".
The visualization of OCCT topological shapes by means of VTK library provided by VIS component is described in a separate @ref occt_user_guides__vis "VTK Integration Services" User's Guide.
See also: our <a href="https://www.opencascade.com/content/tutorial-learning">E-learning & Training</a> offerings.
See also: our <a href="http://www.opencascade.com/content/tutorial-learning">E-learning & Training</a> offerings.
@section OCCT_TOVW_SECTION_6 Data Exchange
**Data Exchange** allows developing OCCT-based applications that can interact with other CAD systems by writing and reading CAD models to and from external data.
**Data Exchange** allows developing OCCT-based applications that can interact with other CAD systems by writing and reading CAD models to and from external data. The exchanges run smoothly regardless of the quality of external data or requirements to its internal representation, for example, to the data types, accepted geometric inaccuracies, etc.
@figure{/technical_overview/images/0014.png,"Shape imported from STEP"}
**Data Exchange** is organized in a modular way as a set of interfaces that comply with various CAD formats: IGES, STEP, STL, VRML, etc.
The interfaces allow software based on OCCT to exchange data with various CAD/PDM software packages, maintaining a good level of interoperability.
This module handles various problems of interoperability between CAD systems, caused by differences in model validity criteria and requirements to internal representation.
**Data Exchange** is organized in a modular way as a set of interfaces that comply with various CAD formats: IGES, STEP, STL, VRML, etc. The interfaces allow software based on OCCT to exchange data with various CAD/PDM software packages, maintaining a good level of interoperability.
* **Standardized Data Exchange** interfaces allow querying and examining the input file, converting its contents to a CAD model and running validity checks on a fully translated shape.
The following formats are currently supported:
* @ref occt_user_guides__step "STEP" (AP203: Mechanical Design, this covers General 3D CAD; AP214: Automotive Design; AP242).
* @ref occt_user_guides__iges "IGES" (up to 5.3).
* **glTF** 2.0 reader and writer.
* **OBJ** mesh file reader.
* **VRML** converter translates Open CASCADE shapes to VRML 1.0 files (Virtual Reality Modeling Language).
* **STL** converter translates Open CASCADE shapes to STL files.
STL (STtereoLithography) format is widely used for rapid prototyping (3D printing).
* **Standardized Data Exchange** interfaces allow querying and examining the input file, converting its contents to a CAD model and running validity checks on a fully translated shape. The following formats are currently supported.
* @ref occt_user_guides__step "STEP" (AP203 : Mechanical Design, this covers General 3D CAD; AP214: Automotive Design)
* @ref occt_user_guides__iges "IGES" (up to 5.3)
* VRML and STL meshes.
* @ref occt_user_guides__xde "Extended data exchange" (XDE) allows translating additional attributes attached to geometric data (colors, layers, names, materials etc).
* <a href="https://www.opencascade.com/content/advanced-data-exchange-components">Advanced Data Exchange Components</a>
are available in addition to standard Data Exchange interfaces to support interoperability and data adaptation (also using @ref OCCT_TOVW_SECTION_6a "Shape Healing") with CAD software using the following proprietary formats:
* <a href="https://www.opencascade.com/content/acis-sat-import-export">ACIS SAT</a>
* <a href="https://www.opencascade.com/content/parasolid-import">Parasolid</a>
* <a href="https://www.opencascade.com/content/dxf-import-export">DXF</a>
* <a href="https://www.opencascade.com/content/ifc-import">IFC</a>
* <a href="https://www.opencascade.com/content/jt-import-export">JT</a>
* <a href="http://www.opencascade.com/content/advanced-data-exchange-components">Advanced Data Exchange Components</a> are available in addition to standard Data Exchange interfaces to support interoperability and data adaptation (also using @ref OCCT_TOVW_SECTION_6a "Shape Healing") with CAD software using the following proprietary formats:
* <a href="http://www.opencascade.com/content/acis-sat-import-export">ACIS SAT</a>
* <a href="http://www.opencascade.com/content/parasolid-import">Parasolid</a>
* <a href="http://www.opencascade.com/content/dxf-import-export">DXF</a>
These components are based on the same architecture as interfaces with STEP and IGES.
@@ -247,22 +236,22 @@ These components are based on the same architecture as interfaces with STEP and
**Shape Healing** library provides algorithms to correct and adapt the geometry and topology of shapes imported to OCCT from other CAD systems.
Shape Healing algorithms include, but are not limited to, the following operations:
* Analyze shape characteristics and, in particular, identify the shapes that do not comply with OCCT geometry and topology validity rules by analyzing geometrical objects and topology:
- check edge and wire consistency;
- check edge order in a wire;
- check the orientation of face boundaries;
- analyze shape tolerances;
- identify closed and open wires in a boundary.
* Fix incorrect or incomplete shapes:
- provide consistency between a 3D curve and its corresponding parametric curve;
- repair defective wires;
- fit the shapes to a user-defined tolerance value;
- fill gaps between patches and edges.
* Upgrade and change shape characteristics:
- reduce curve and surface degree;
- split shapes to obtain C1 continuity;
- convert any types of curves or surfaces to Bezier or B-Spline curves or surfaces and back;
- split closed surfaces and revolution surfaces.
* analyze shape characteristics and, in particular, identify the shapes that do not comply with OCCT geometry and topology validity rules by analyzing geometrical objects and topology:
- check edge and wire consistency;
- check edge order in a wire;
- check the orientation of face boundaries;
- analyze shape tolerances;
- identify closed and open wires in a boundary.
* fix incorrect or incomplete shapes:
- provide consistency between a 3D curve and its corresponding parametric curve;
- repair defective wires;
- fit the shapes to a user-defined tolerance value;
- fill gaps between patches and edges.
* upgrade and change shape characteristics:
- reduce curve and surface degree;
- split shapes to obtain C1 continuity;
- convert any types of curves or surfaces to Bezier or B-Spline curves or surfaces and back;
- split closed surfaces and revolution surfaces.
Each sub-domain of Shape Healing has its own scope of functionality:
@@ -276,38 +265,34 @@ Each sub-domain of Shape Healing has its own scope of functionality:
For more details, refer to @ref occt_user_guides__shape_healing "Shape Healing User's guide".
See also: our <a href="https://www.opencascade.com/content/tutorial-learning">E-learning & Training</a> offerings.
See also: our <a href="http://www.opencascade.com/content/tutorial-learning">E-learning & Training</a> offerings.
@section OCCT_TOVW_SECTION_7 Application Framework
**Open CASCADE Application Framework** (OCAF) handles Application Data basing on the Application/Document paradigm.
It uses an associativity engine to simplify the development of a CAD application thanks to the following ready-to-use features and services:
**Open CASCADE Application Framework** (OCAF) handles Application Data basing on the Application/Document paradigm. It uses an associativity engine to simplify the development of a CAD application thanks to the following ready-to-use features and services:
* Data attributes managing the application data, which can be organized according to the development needs;
* Data storage and persistence (open/save);
* Possibility to modify and recompute attributes in documents.
With OCAF it is easy to represent the history of modification and parametric dependencies within your model;
* Possibility to modify and recompute attributes in documents. With OCAF it is easy to represent the history of modification and parametric dependencies within your model;
* Possibility to manage multiple documents;
* Predefined attributes common to CAD/CAM/CAE applications (e.g. to store dimensions);
* Undo-Redo and Copy-Paste functions.
Since OCAF handles the application structure, the only development task is the creation of application-specific data and GUIs.
OCAF differs from any other CAD framework in the organization of application data, as there the data structures are based on reference keys rather than on shapes.
In a model, such attributes as shape data, color and material are attached to an invariant structure, which is deeper than the shapes.
A shape object becomes the value of *Shape* attribute, in the same way as an integer number is the value of *Integer* attribute and a string is the value of *Name* attribute.
OCAF differs from any other CAD framework in the organization of application data, as there the data structures are based on reference keys rather than on shapes. In a model, such attributes as shape data, color and material are attached to an invariant structure, which is deeper than the shapes. A shape object becomes the value of *Shape* attribute, in the same way as an integer number is the value of *Integer* attribute and a string is the value of *Name* attribute.
OCAF organizes and embeds these attributes in a document. OCAF documents, in their turn, are managed by an OCAF application.
For more details, see @ref occt_user_guides__ocaf "OCAF User's Guide".
See also: our <a href="https://www.opencascade.com/content/tutorial-learning">E-learning & Training</a> offerings.
See also: our <a href="http://www.opencascade.com/content/tutorial-learning">E-learning & Training</a> offerings.
@section OCCT_TOVW_SECTION_8 Draw Test Harness
**Test Harness** or **Draw** is a convenient testing tool for OCCT libraries.
It can be used to test and prototype various algorithms before building an entire application.
It includes:
**Test Harness** or **Draw** is a convenient testing tool for OCCT libraries. It can be used to test and prototype various algorithms before building an entire application. It includes:
- A command interpreter based on the TCL language;
- A number of 2D and 3D viewers;
- A set of predefined commands.

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@@ -701,7 +701,7 @@ Congratulations! Your bottle is complete. Here is the result snapshot of the Tut
@figure{/tutorial/images/tutorial_image019.png,"",320}
We hope that this tutorial has provided you with a feel for the industrial strength power of Open CASCADE Technology.
If you want to know more and develop major projects using Open CASCADE Technology, we invite you to study our training, support, and consulting services on our site at https://www.opencascade.com/content/technology-support. Our professional services can maximize the power of your Open CASCADE Technology applications.
If you want to know more and develop major projects using Open CASCADE Technology, we invite you to study our training, support, and consulting services on our site at http://www.opencascade.com/content/technology-support. Our professional services can maximize the power of your Open CASCADE Technology applications.
@section sec6 Appendix

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@@ -15,7 +15,7 @@ Other kinds of data such as colors and names can be read or written with the hel
* an IGES entity is an entity in the IGES normal sense.
* a root entity is the highest level entity of any given type, e.g. type 144 for surfaces and type 186 for solids. Roots are not referenced by other entities.
This manual mainly explains how to convert an IGES file to an Open CASCADE Technology (**OCCT**) shape and vice versa. It provides basic documentation on conversion. For advanced information on conversion, see our <a href="https://www.opencascade.com/content/tutorial-learning">E-learning & Training</a> offerings.
This manual mainly explains how to convert an IGES file to an Open CASCADE Technology (**OCCT**) shape and vice versa. It provides basic documentation on conversion. For advanced information on conversion, see our <a href="http://www.opencascade.com/content/tutorial-learning">E-learning & Training</a> offerings.
IGES files produced in accordance with IGES standard versions up to and including version 5.3 can be read. IGES files that are produced by this interface conform to IGES version 5.3 (Initial Graphics Exchange Specification, IGES 5.3. ANS US PRO/IPO-100-1996).

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@@ -5,7 +5,7 @@ Modeling Algorithms {#occt_user_guides__modeling_algos}
@section occt_modalg_1 Introduction
This manual explains how to use the Modeling Algorithms. It provides basic documentation on modeling algorithms. For advanced information on Modeling Algorithms, see our <a href="https://www.opencascade.com/content/tutorial-learning">E-learning & Training</a> offerings.
This manual explains how to use the Modeling Algorithms. It provides basic documentation on modeling algorithms. For advanced information on Modeling Algorithms, see our <a href="http://www.opencascade.com/content/tutorial-learning">E-learning & Training</a> offerings.
The Modeling Algorithms module brings together a wide range of topological algorithms used in modeling. Along with these tools, you will find the geometric algorithms, which they call.
@@ -475,7 +475,7 @@ The Curves and Surfaces from Constraints component groups together high level fu
* construction of plate surfaces
* extension of a 3D curve or surface beyond its original bounds.
OPEN CASCADE company also provides a product known as <a href="https://www.opencascade.com/content/surfaces-scattered-points">Surfaces from Scattered Points</a>, which allows constructing surfaces from scattered points. This algorithm accepts or constructs an initial B-Spline surface and looks for its deformation (finite elements method) which would satisfy the constraints. Using optimized computation methods, this algorithm is able to construct a surface from more than 500 000 points.
OPEN CASCADE company also provides a product known as <a href="http://www.opencascade.com/content/surfaces-scattered-points">Surfaces from Scattered Points</a>, which allows constructing surfaces from scattered points. This algorithm accepts or constructs an initial B-Spline surface and looks for its deformation (finite elements method) which would satisfy the constraints. Using optimized computation methods, this algorithm is able to construct a surface from more than 500 000 points.
SSP product is not supplied with Open CASCADE Technology, but can be purchased separately.
@@ -3089,14 +3089,14 @@ Open CASCADE Technology includes two mesh converters:
- STL converter translates Open CASCADE shapes to STL files. STL (STtereoLithography) format is widely used for rapid prototyping.
Open CASCADE SAS also offers Advanced Mesh Products:
- <a href="https://www.opencascade.com/content/mesh-framework">Open CASCADE Mesh Framework (OMF)</a>
- <a href="https://www.opencascade.com/content/express-mesh">Express Mesh</a>
- <a href="http://www.opencascade.com/content/mesh-framework">Open CASCADE Mesh Framework (OMF)</a>
- <a href="http://www.opencascade.com/content/express-mesh">Express Mesh</a>
Besides, we can efficiently help you in the fields of surface and volume meshing algorithms, mesh optimization algorithms etc. If you require a qualified advice about meshing algorithms, do not hesitate to benefit from the expertise of our team in that domain.
The projects dealing with numerical simulation can benefit from using SALOME - an Open Source Framework for CAE with CAD data interfaces, generic Pre- and Post- F.E. processors and API for integrating F.E. solvers.
Learn more about SALOME platform on https://www.salome-platform.org
Learn more about SALOME platform on http://www.salome-platform.org
@subsection occt_modalg_11_2 Meshing algorithm

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@@ -7,7 +7,7 @@ Modeling Data {#occt_user_guides__modeling_data}
Modeling Data supplies data structures to represent 2D and 3D geometric models.
This manual explains how to use Modeling Data. For advanced information on modeling data, see our <a href="https://www.opencascade.com/content/tutorial-learning">E-learning & Training</a> offerings.
This manual explains how to use Modeling Data. For advanced information on modeling data, see our <a href="http://www.opencascade.com/content/tutorial-learning">E-learning & Training</a> offerings.
@section occt_modat_1 Geometry Utilities
@@ -1324,7 +1324,7 @@ BRepBndLib class contains methods for creation of bounding boxes (both AABB and
@subsubsection occt_modat_6_1_1 Creation of OBB from set of points
The algorithm is described in "Fast Computation of Tight Fitting Oriented Bounding Boxes" by Thomas Larsson and Linus Källberg (FastOBBs.pdf). It includes the following steps:
The algorithm is described in <a href="http://www.idt.mdh.se/~tla/publ/FastOBBs.pdf">"Fast Computation of Tight Fitting Oriented Bounding Boxes" by Thomas Larsson and Linus Källberg</a>. It includes the following steps:
<span>1.</span> Choose \f$ N_{a} (N_{a} \geq 3) \f$ initial axes.<br>
<span>2.</span> Project every given point to the every chosen (in item 1) axis. At that, "minimal" and "maximal" points of every axis (i.e. point having minimal and maximal parameter (correspondingly) of the projection to this axis) are chosen. I.e. \f$ 2*N_{a} \f$ points will be held and this set can contain equal points. Later (unless otherwise specified) in this algorithm we will work with these \f$ 2*N_{a} \f$ points only.<br>
@@ -1379,7 +1379,7 @@ The algorithm contains the following steps:
@subsubsection occt_modat_6_1_4 Method IsOut for another OBB
According to the <a href="https://www.jkh.me/files/tutorials/Separating%20Axis%20Theorem%20for%20Oriented%20Bounding%20Boxes.pdf">"Separating Axis Theorem for Oriented Bounding Boxes"</a>, it is necessary to check the 15 separating axes: 6 axes of the boxes and 9 are their cross products.<br>
According to the <a href="http://www.jkh.me/files/tutorials/Separating%20Axis%20Theorem%20for%20Oriented%20Bounding%20Boxes.pdf">"Separating Axis Theorem for Oriented Bounding Boxes"</a>, it is necessary to check the 15 separating axes: 6 axes of the boxes and 9 are their cross products.<br>
The algorithm of analyzing axis \f$ \mathbf{l} \f$ is following:
1. Compute the "length" according to the formula: \f$ L_{j}=\sum_{i=0}^{2}{H_{i}\cdot \left | \overrightarrow{\mathbf{a_{i}}} \cdot \overrightarrow{\mathbf{l}} \right |} \f$. Here, \f$ \mathbf{a_{i}} \f$ is an i-th axis (X-axis, Y-axis, Z-axis) of j-th BndBox (j=1...2). \f$ H_{i} \f$ is a half-dimension along i-th axis.
2. If \f$ \left |\overrightarrow{C_{1}C_{2}} \cdot \overrightarrow{\mathbf{l}} \right | > L_{1}+L_{2} \f$ (where \f$ C_{j} \f$ is the center of j-th OBB) then the considered OBBs are not interfered in terms of the axis \f$ \mathbf{l} \f$.

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@@ -7,7 +7,7 @@ OCAF {#occt_user_guides__ocaf}
This manual explains how to use the Open CASCADE Application Framework (OCAF).
It provides basic documentation on using OCAF. For advanced information on OCAF
and its applications, see our <a href="https://www.opencascade.com/content/tutorial-learning">E-learning & Training</a> offerings.
and its applications, see our <a href="http://www.opencascade.com/content/tutorial-learning">E-learning & Training</a> offerings.
@subsection occt_ocaf_1_1 Purpose of OCAF

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@@ -7,7 +7,7 @@ Shape Healing {#occt_user_guides__shape_healing}
@subsection occt_shg_1_1 Introduction
This manual explains how to use Shape Healing. It provides basic documentation on its operation. For advanced information on Shape Healing and its applications, see our <a href="https://www.opencascade.com/content/tutorial-learning">E-learning & Training</a> offerings.
This manual explains how to use Shape Healing. It provides basic documentation on its operation. For advanced information on Shape Healing and its applications, see our <a href="http://www.opencascade.com/content/tutorial-learning">E-learning & Training</a> offerings.
The **Shape Healing** toolkit provides a set of tools to work on the geometry and topology of Open CASCADE Technology (**OCCT**) shapes. Shape Healing adapts shapes so as to make them as appropriate for use by Open CASCADE Technology as possible.

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@@ -24,7 +24,7 @@ File translation is performed in the programming mode, via C++ calls.
For testing the STEP component in DRAW Test Harness, a set of commands for reading and writing STEP files and analysis of relevant data are provided by the *TKXSDRAW* plugin.
See also our <a href="https://www.opencascade.com/content/tutorial-learning">E-learning & Training</a> offerings.
See also our <a href="http://www.opencascade.com/content/tutorial-learning">E-learning & Training</a> offerings.
@subsection occt_step_1_1 STEP Exchanges in Open Cascade technology
@@ -123,7 +123,7 @@ For further information see 2.4 Mapping STEP entities to Open CASCADE Technology
Before performing any other operation you have to load the file with:
~~~~~
STEPControl_Reader reader;
IFSelect_ReturnStatus stat = reader.ReadFile("filename.stp");
IFSelect_ReturnStatus stat = reader.ReadFile(;filename.stp;);
~~~~~
Loading the file only memorizes the data, it does not translate it.
@@ -406,47 +406,6 @@ if(!Interface_Static::SetIVal(;read.step.shape.aspect;,1))
~~~~~
Default value is 1 (ON).
<h4>read.step.constructivegeom.relationship:</h4>
Boolean flag regulating translation of "CONSTRUCTIVE_GEOMETRY_REPRESENTATION_RELATIONSHIP" entities that define
position of constructive geometry entities contained in "CONSTRUCTIVE_GEOMETRY_REPRESENTATION" with respect to the
main representation of the shape (product).
By default, the flag is set to 0 (OFF) so these entities are not translated.
Set this flag to 1 (ON) if you need to translate constructive geometry entities associated with the parts:
~~~~~
if (!Interface_Static::SetIVal("read.step.constructivegeom.relationship", 1)) { .. error .. }
~~~~~
The "CONSTRUCTIVE_GEOMETRY_REPRESENTATION" entity is translated into compound of two unlimited planar faces,
whose location is result of translation of corresponding "AXIS_PLACEMENT" entity.
Note that appropriate interpretation of the translated data should be done after translation.
The result of translation can be obtained either for the "CONSTRUCTIVE_GEOMETRY_REPRESENTATION_RELATIONSHIP" entity,
of for each of the two "AXIS2_PLACEMENT_3D" entities referenced by it. as follows:
~~~~~
STEPControl_Reader aReader;
... // translate file and parse STEP model to find relevant axis entity
Handle(StepGeom_Axis2Placement3d) aSTEPAxis = ...;
Handle(Transfer_Binder) aBinder = aReader->WS()->TransferReader()->TransientProcess()->Find(aSTEPAxis);
Handle(TransferBRep_ShapeBinder) aShBinder = Handle(TransferBRep_ShapeBinder)::DownCast(aBinder);
if (! aShBinder.IsNull())
{
TopoDS_Face aFace = TopoDS::Face (aShBinder->Result());
if (! aFace.IsNull())
{
Handle(Geom_Plane) aSurf = Handle(Geom_Plane)::DownCast (BRep_Tool::Surface (aFace));
if (! aSurf.IsNull())
{
gp_Ax3 anAxis = aSurf->Placement();
... // use the axis placement data
}
}
}
~~~~~
@subsubsection occt_step_2_3_4 Performing the STEP file translation
Perform the translation according to what you want to translate. You can choose either root entities (all or selected by the number of root), or select any entity by its number in the STEP file. There is a limited set of types of entities that can be used as starting entities for translation. Only the following entities are recognized as transferable:
@@ -643,21 +602,21 @@ Not all entities defining the assembly structure in the STEP file are translated
| Placements | axis1_placement | Geom_Axis1Placement | |
| | axis2_placement_2d | Geom2d_AxisPlacement | |
| | axis2_placement_3d | Geom_Axis2Placement | |
| Curves | circle | Geom_Circle, Geom2d_Circle, Geom2d_BSplineCurve | Circle is translated into *Geom2d_BSplineCurve* when it references the surface of revolution (spherical surface, conical surface, etc.) |
| | ellipse | Geom_Ellipse, Geom2d_Ellipse, Geom2d_BSplineCurve | Ellipse is translated into *Geom2d_BSplineCurve* when it references the surface of revolution (spherical surface, conical surface, etc.) |
| Curves | circle | Geom_Circle, Geom2d_Circle, Geom2d_BsplineCurve | Circle is translated into *Geom2d_BSplineCurve* when it references the surface of revolution (spherical surface, conical surface, etc.) |
| | ellipse | Geom_Ellipse, Geom2d_Ellipse, Geom2d_BsplineCurve | Ellipse is translated into *Geom2d_BSplineCurve* when it references the surface of revolution (spherical surface, conical surface, etc.) |
| | hyperbola | Geom_Hyperbola, Geom2d_Hyperbola | |
| | line | Geom_Line, Geom2d_Line | |
| | parabola | Geom_Parabola, Geom2d_Parabola | |
| | pcurve | Geom2d_Curve | Pcurve in edge |
| | curve_replica | Geom_Curve or Geom2d_Curve | Depending on the type of the base curve |
| | offset_curve_3d | Geom_OffsetCurve | |
| | trimmed_curve | Geom_TrimmedCurve or Geom2d_BSplineCurve | Only trimmed_curves trimmed by parameters are translated. All *trimmed_curves* are converted to *Geom2d_BSplineCurve*. |
| | b_spline_curve | Geom_BSplineCurve or Geom2d_BSplineCurve | |
| | b_spline_curve_with_knots | Geom_BSplineCurve or Geom2d_BSplineCurve | |
| | bezier_curve | Geom_BSplineCurve or Geom2d_BSplineCurve | |
| | rational_b_spline_curve | Geom_BSplineCurve or Geom2d_BSplineCurve | |
| | uniform_curve | Geom_BSplineCurve or Geom2d_BSplineCurve | |
| | quasi_ uniform_curve | Geom_BSplineCurve or Geom2d_BSplineCurve | |
| | trimmed_curve | Geom_TrimmedCurve or Geom2d_BsplineCurve | Only trimmed_curves trimmed by parameters are translated. All *trimmed_curves* are converted to *Geom2d_BSplineCurve*. |
| | b_spline_curve | Geom_BsplineCurve or Geom2d_BsplineCurve | |
| | b_spline_curve_with_knots | Geom_BsplineCurve or Geom2d_BsplineCurve | |
| | bezier_curve | Geom_BsplineCurve or Geom2d_BsplineCurve | |
| | rational_b_spline_curve | Geom_BsplineCurve or Geom2d_BsplineCurve | |
| | uniform_curve | Geom_BsplineCurve or Geom2d_BsplineCurve | |
| | quasi_ uniform_curve | Geom_BsplineCurve or Geom2d_BsplineCurve | |
| | surface_curve | TopoDS_Edge | *surface_curve* defines geometrical support of an edge and its pcurves. |
| | seam_curve | TopoDS_Edge | The same as *surface_curve* |
| | composite_curve_segment | TopoDS_Edge | as a segment of *composite_curve* |
@@ -787,7 +746,7 @@ The following diagram illustrates the structure of calls in reading STEP. The hi
Standard_Integer main()
{
STEPControl_Reader reader;
reader.ReadFile("MyFile.stp");
reader.ReadFile(;MyFile.stp;);
// Loads file MyFile.stp
Standard_Integer NbRoots = reader.NbRootsForTransfer();
@@ -1078,8 +1037,8 @@ The table below describes STEP entities, which are created when the assembly str
| | Geom2d_Ellipse | Ellipse, rational_b_spline_curve | |
| | Geom_Hyperbola, Geom2d_Hyperbola | Hyperbola | |
| | Geom_Parabola, Geom2d_Parabola | Parabola | |
| | Geom_BSplineCurve | b_spline_curve_with_knots or rational_b_spline_curve | *rational_b_spline_curve* is produced if *Geom_BSplineCurve* is a rational BSpline |
| | Geom2d_BSplineCurve | b_spline_curve_with_knots or rational_b_spline_curve | *rational_b_spline_curve* is produced if *Geom2d_BSplineCurve* is a rational BSpline |
| | Geom_BSplineCurve | b_spline_curve_with_knots or rational_b_spline_curve | *rational_b_spline_curve* is produced if *Geom_BsplineCurve* is a rational BSpline |
| | Geom2d_BSplineCurve | b_spline_curve_with_knots or rational_b_spline_curve | *rational_b_spline_curve* is produced if *Geom2d_BsplineCurve* is a rational BSpline |
| | Geom_BezierCurve | b_spline_curve_with_knots | |
| | Geom_Line or Geom2d_Line | Line | |
| Surfaces | Geom_Plane | Plane | |
@@ -1480,7 +1439,7 @@ where *doc* is a variable which contains a handle to the output document and sho
@subsection occt_step_7_2 Attributes read from STEP
### Colors
Colors are implemented in accordance with <a href="https://www.cax-if.org/documents/rec_prac_styling_org_v15.pdf">Recommended practices for model styling and organization</a> sections 4 and 5.
Colors are implemented in accordance with <a href="http://www.cax-if.org/documents/rec_prac_styling_org_v15.pdf">Recommended practices for model styling and organization</a> sections 4 and 5.
The following attributes are imported from STEP file:
* colors linked to assemblies, solids, shells, faces/surfaces, wireframes, edges/curves and vertices/points;
@@ -1493,15 +1452,15 @@ The following attributes are mentioned in the Recommended Practices, but not han
* point markers.
### Layers
Layers are implemented in accordance with <a href="https://www.cax-if.org/documents/rec_prac_styling_org_v15.pdf">Recommended practices for model styling and organization</a> section 6.
Layers are implemented in accordance with <a href="http://www.cax-if.org/documents/rec_prac_styling_org_v15.pdf">Recommended practices for model styling and organization</a> section 6.
All layers are imported, but invisibility styles are skipped.
### Materials
Materials are implemented in accordance with <a href="https://www.cax-if.org/documents/RecPrac_MaterialDensity_v21.pdf">Recommended practices for material identification and density</a> section 4.
Materials are implemented in accordance with <a href="http://www.cax-if.org/documents/RecPrac_MaterialDensity_v21.pdf">Recommended practices for material identification and density</a> section 4.
OCCT translator processes materials attached to solids in shape representations. The name, description and density (name and value) are imported for each material.
### Validation properties
Validation properties are implemented in accordance with <a href="https://www.cax-if.org/documents/rec_prac_gvp_v44.pdf">Recommended practices for geometric and assembly validation properties</a> section 4 for AP214.
Validation properties are implemented in accordance with <a href="http://www.cax-if.org/documents/rec_prac_gvp_v44.pdf">Recommended practices for geometric and assembly validation properties</a> section 4 for AP214.
OCCT processes several types of geometric validation properties for solids, shells and geometric sets:
* area;
* volume;
@@ -1571,7 +1530,7 @@ OCCT STEP Reader also handles Annotations, linked directly to shapes (section 9.
Simple types of GD&T (Dimensions, Tolerances and Datums without presentations or any types of modifiers) are also handled in AP214. However, according to the Recommended Practices for the Representation and Presentation of Product Manufacturing, this implementation is obsolete.
### Saved views
Saved views are implemented in accordance with <a href="https://www.cax-if.org/documents/rec_pracs_pmi_v40.pdf">Recommended practices for the Representation and Presentation of Product Manufacturing</a> section 9.4.1-9.4.4.
Saved views are implemented in accordance with <a href="http://www.cax-if.org/documents/rec_pracs_pmi_v40.pdf">Recommended practices for the Representation and Presentation of Product Manufacturing</a> section 9.4.1-9.4.4.
For each Saved View OCCT STEP Reader will retrieve the following attributes:
- set of displayed shape representations;
- set of displayed PMI presentations;

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@@ -5,7 +5,7 @@
@section occt_xde_1 Introduction
This manual explains how to use the Extended Data Exchange (XDE). It provides basic documentation on setting up and using XDE. For advanced information on XDE and its applications, see our <a href="https://www.opencascade.com/content/tutorial-learning">E-learning & Training</a> offerings.
This manual explains how to use the Extended Data Exchange (XDE). It provides basic documentation on setting up and using XDE. For advanced information on XDE and its applications, see our <a href="http://www.opencascade.com/content/tutorial-learning">E-learning & Training</a> offerings.
The Extended Data Exchange (XDE) module allows extending the scope of exchange by translating additional data attached to geometric BREP data, thereby improving the interoperability with external software.

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@@ -40,7 +40,7 @@ if [ "$aTarget" == "" ]; then
fi
cd $aScriptPath
tclsh "./adm/start.tcl" genproj ${aTarget} -solution "OCCT" $anOpt2 $anOpt3 $anOpt4 $anOpt5
tclsh "./adm/start.tcl" genproj ${aTarget} $anOpt2 $anOpt3 $anOpt4 $anOpt5
export PATH="$anOldPath"
export LD_LIBRARY_PATH="$anOldLd"

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@@ -54,5 +54,5 @@ if "%aPrjFmt%" == "" ( set "aPrjFmt=vcxproj" )
if "%aPrjFmt%" == "vcxproj" ( set "aPrjFmt=%VCFMT%" )
cd %~dp0
%TCL_EXEC% %~dp0adm/start.tcl genproj %aPrjFmt% %aPlatform% -solution "OCCT" %3 %4 %5
%TCL_EXEC% %~dp0adm/start.tcl genproj %aPrjFmt% %aPlatform% %3 %4 %5
SET "PATH=%OLD_PATH%"

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@@ -35,49 +35,13 @@
#include <GLFW/glfw3.h>
namespace
{
//! Convert GLFW mouse button into Aspect_VKeyMouse.
static Aspect_VKeyMouse mouseButtonFromGlfw (int theButton)
{
switch (theButton)
{
case GLFW_MOUSE_BUTTON_LEFT: return Aspect_VKeyMouse_LeftButton;
case GLFW_MOUSE_BUTTON_RIGHT: return Aspect_VKeyMouse_RightButton;
case GLFW_MOUSE_BUTTON_MIDDLE: return Aspect_VKeyMouse_MiddleButton;
}
return Aspect_VKeyMouse_NONE;
}
//! Convert GLFW key modifiers into Aspect_VKeyFlags.
static Aspect_VKeyFlags keyFlagsFromGlfw (int theFlags)
{
Aspect_VKeyFlags aFlags = Aspect_VKeyFlags_NONE;
if ((theFlags & GLFW_MOD_SHIFT) != 0)
{
aFlags |= Aspect_VKeyFlags_SHIFT;
}
if ((theFlags & GLFW_MOD_CONTROL) != 0)
{
aFlags |= Aspect_VKeyFlags_CTRL;
}
if ((theFlags & GLFW_MOD_ALT) != 0)
{
aFlags |= Aspect_VKeyFlags_ALT;
}
if ((theFlags & GLFW_MOD_SUPER) != 0)
{
aFlags |= Aspect_VKeyFlags_META;
}
return aFlags;
}
}
// ================================================================
// Function : GlfwOcctView
// Purpose :
// ================================================================
GlfwOcctView::GlfwOcctView()
: myCurAction3d (CurAction3d_Nothing),
myToRedraw (true)
{
}
@@ -229,7 +193,15 @@ void GlfwOcctView::mainloop()
glfwWaitEvents();
if (!myView.IsNull())
{
FlushViewEvents (myContext, myView, true);
if (myView->IsInvalidated())
{
myView->Redraw();
}
else if (myToRedraw)
{
myView->RedrawImmediate();
}
myToRedraw = false;
}
}
}
@@ -265,6 +237,7 @@ void GlfwOcctView::onResize (int theWidth, int theHeight)
myView->MustBeResized();
myView->Invalidate();
myView->Redraw();
//myToRedraw = true;
}
}
@@ -274,10 +247,13 @@ void GlfwOcctView::onResize (int theWidth, int theHeight)
// ================================================================
void GlfwOcctView::onMouseScroll (double theOffsetX, double theOffsetY)
{
if (!myView.IsNull())
{
UpdateZoom (Aspect_ScrollDelta (myOcctWindow->CursorPosition(), int(theOffsetY * 8.0)));
}
if (myView.IsNull()) { return; }
const Graphic3d_Vec2i aPos = myOcctWindow->CursorPosition();
myView->StartZoomAtPoint (aPos.x(), aPos.y());
myView->ZoomAtPoint (0, 0, int(theOffsetY * 4.0), int(theOffsetY * 4.0));
myView->Invalidate();
myToRedraw = true;
}
// ================================================================
@@ -289,13 +265,27 @@ void GlfwOcctView::onMouseButton (int theButton, int theAction, int theMods)
if (myView.IsNull()) { return; }
const Graphic3d_Vec2i aPos = myOcctWindow->CursorPosition();
if (theAction == GLFW_PRESS)
if (theAction != GLFW_PRESS)
{
PressMouseButton (aPos, mouseButtonFromGlfw (theButton), keyFlagsFromGlfw (theMods), false);
myCurAction3d = CurAction3d_Nothing;
return;
}
else
myMouseMin = aPos;
myMouseMax = aPos;
switch (theButton)
{
ReleaseMouseButton (aPos, mouseButtonFromGlfw (theButton), keyFlagsFromGlfw (theMods), false);
case GLFW_MOUSE_BUTTON_RIGHT:
{
myCurAction3d = CurAction3d_DynamicRoation;
myView->StartRotation (aPos.x(), aPos.y());
break;
}
case GLFW_MOUSE_BUTTON_MIDDLE:
{
myCurAction3d = CurAction3d_DynamicPanning;
break;
}
}
}
@@ -305,9 +295,30 @@ void GlfwOcctView::onMouseButton (int theButton, int theAction, int theMods)
// ================================================================
void GlfwOcctView::onMouseMove (int thePosX, int thePosY)
{
const Graphic3d_Vec2i aNewPos (thePosX, thePosY);
if (!myView.IsNull())
if (myView.IsNull()) { return; }
switch (myCurAction3d)
{
UpdateMousePosition (aNewPos, PressedMouseButtons(), LastMouseFlags(), false);
case CurAction3d_DynamicRoation:
{
myView->Rotation (thePosX, thePosY);
myView->Invalidate();
myToRedraw = true;
break;
}
case CurAction3d_DynamicPanning:
{
myView->Pan (thePosX - myMouseMax.x(), -(thePosY - myMouseMax.y()));
myView->Invalidate();
myToRedraw = true;
myMouseMax.SetValues (thePosX, thePosY);
break;
}
default:
{
myContext->MoveTo (thePosX, thePosY, myView, false);
myToRedraw = true;
break;
}
}
}

View File

@@ -25,12 +25,20 @@
#include "GlfwOcctWindow.h"
#include <AIS_InteractiveContext.hxx>
#include <AIS_ViewController.hxx>
#include <V3d_View.hxx>
//! Sample class creating 3D Viewer within GLFW window.
class GlfwOcctView : protected AIS_ViewController
class GlfwOcctView
{
public:
enum CurAction3d
{
CurAction3d_Nothing,
CurAction3d_DynamicZooming,
CurAction3d_DynamicPanning,
CurAction3d_DynamicRoation
};
public:
//! Default constructor.
GlfwOcctView();
@@ -107,6 +115,11 @@ private:
Handle(V3d_View) myView;
Handle(AIS_InteractiveContext) myContext;
CurAction3d myCurAction3d;
Graphic3d_Vec2i myMouseMin;
Graphic3d_Vec2i myMouseMax;
bool myToRedraw;
};
#endif // _GlfwOcctView_Header

View File

@@ -134,17 +134,17 @@ void GlfwOcctWindow::Unmap() const
// Function : DoResize
// Purpose :
// ================================================================
Aspect_TypeOfResize GlfwOcctWindow::DoResize()
Aspect_TypeOfResize GlfwOcctWindow::DoResize() const
{
if (glfwGetWindowAttrib (myGlfwWindow, GLFW_VISIBLE) == 1)
{
int anXPos = 0, anYPos = 0, aWidth = 0, aHeight = 0;
glfwGetWindowPos (myGlfwWindow, &anXPos, &anYPos);
glfwGetWindowSize(myGlfwWindow, &aWidth, &aHeight);
myXLeft = anXPos;
myXRight = anXPos + aWidth;
myYTop = anYPos;
myYBottom = anYPos + aHeight;
*const_cast<Standard_Integer*>(&myXLeft ) = anXPos;
*const_cast<Standard_Integer*>(&myXRight ) = anXPos + aWidth;
*const_cast<Standard_Integer*>(&myYTop ) = anYPos;
*const_cast<Standard_Integer*>(&myYBottom) = anYPos + aHeight;
}
return Aspect_TOR_UNKNOWN;
}

View File

@@ -65,7 +65,7 @@ public:
virtual Aspect_Drawable NativeParentHandle() const Standard_OVERRIDE { return 0; }
//! Applies the resizing to the window <me>
virtual Aspect_TypeOfResize DoResize() Standard_OVERRIDE;
virtual Aspect_TypeOfResize DoResize() const Standard_OVERRIDE;
//! Returns True if the window <me> is opened and False if the window is closed.
virtual Standard_Boolean IsMapped() const Standard_OVERRIDE;

View File

@@ -24,7 +24,7 @@
#include <Message.hxx>
#include <Message_Messenger.hxx>
#include <OpenGl_GraphicDriver.hxx>
#include <StdPrs_ToolTriangulatedShape.hxx>
#include <Prs3d.hxx>
#include <Prs3d_Drawer.hxx>
#include <STEPControl_Reader.hxx>
#include <STEPCAFControl_Reader.hxx>
@@ -257,12 +257,12 @@ bool OcctViewer::ImportSTEP(std::string theFilename)
}
Handle(Prs3d_Drawer) aDrawer = myContext->DefaultDrawer();
Standard_Real aDeflection = StdPrs_ToolTriangulatedShape::GetDeflection (aCompound, aDrawer);
Standard_Real aDeflection = Prs3d::GetDeflection (aCompound, aDrawer);
if (!BRepTools::Triangulation (aCompound, aDeflection))
{
BRepMesh_IncrementalMesh anAlgo;
anAlgo.ChangeParameters().Deflection = aDeflection;
anAlgo.ChangeParameters().Angle = aDrawer->DeviationAngle();
anAlgo.ChangeParameters().Angle = aDrawer->HLRAngle();
anAlgo.ChangeParameters().InParallel = Standard_True;
anAlgo.SetShape (aCompound);
anAlgo.Perform();

View File

@@ -0,0 +1,9 @@
<?xml version="1.0" encoding="UTF-8"?>
<classpath>
<classpathentry kind="con" path="com.android.ide.eclipse.adt.ANDROID_FRAMEWORK"/>
<classpathentry exported="true" kind="con" path="com.android.ide.eclipse.adt.LIBRARIES"/>
<classpathentry exported="true" kind="con" path="com.android.ide.eclipse.adt.DEPENDENCIES"/>
<classpathentry kind="src" path="src"/>
<classpathentry kind="src" path="gen"/>
<classpathentry kind="output" path="bin/classes"/>
</classpath>

View File

@@ -0,0 +1,12 @@
<?xml version="1.0" encoding="UTF-8" standalone="no"?>
<launchConfiguration type="org.eclipse.ui.externaltools.ProgramBuilderLaunchConfigurationType">
<stringAttribute key="org.eclipse.debug.core.ATTR_REFRESH_SCOPE" value="${working_set:&lt;?xml version=&quot;1.0&quot; encoding=&quot;UTF-8&quot;?&gt;&#10;&lt;resources&gt;&#10;&lt;item path=&quot;/occtJniActivity/libs&quot; type=&quot;2&quot;/&gt;&#10;&lt;/resources&gt;}"/>
<booleanAttribute key="org.eclipse.debug.ui.ATTR_LAUNCH_IN_BACKGROUND" value="false"/>
<booleanAttribute key="org.eclipse.ui.externaltools.ATTR_BUILDER_ENABLED" value="true"/>
<stringAttribute key="org.eclipse.ui.externaltools.ATTR_BUILD_SCOPE" value="${working_set:&lt;?xml version=&quot;1.0&quot; encoding=&quot;UTF-8&quot;?&gt;&#10;&lt;resources&gt;&#10;&lt;item path=&quot;/occtJniActivity/jni&quot; type=&quot;2&quot;/&gt;&#10;&lt;/resources&gt;}"/>
<stringAttribute key="org.eclipse.ui.externaltools.ATTR_LOCATION" value="~/develop/android-ndk-r10/ndk-build"/>
<stringAttribute key="org.eclipse.ui.externaltools.ATTR_RUN_BUILD_KINDS" value="full,incremental,auto,"/>
<stringAttribute key="org.eclipse.ui.externaltools.ATTR_TOOL_ARGUMENTS" value="V=1 jniall"/>
<booleanAttribute key="org.eclipse.ui.externaltools.ATTR_TRIGGERS_CONFIGURED" value="true"/>
<stringAttribute key="org.eclipse.ui.externaltools.ATTR_WORKING_DIRECTORY" value="${workspace_loc:/occtJniActivity/jni}"/>
</launchConfiguration>

View File

@@ -1 +0,0 @@
*.gradle eol=lf

View File

@@ -1,10 +1,4 @@
/.gradle
/.idea
/build
/gradle
gradlew
gradlew.bat
/app/.cxx
/app/build
gradle.properties
local.properties
/assets
/bin
/gen
/libs

View File

@@ -0,0 +1,43 @@
<?xml version="1.0" encoding="UTF-8"?>
<projectDescription>
<name>occtJniActivity</name>
<comment></comment>
<projects>
</projects>
<buildSpec>
<buildCommand>
<name>com.android.ide.eclipse.adt.ResourceManagerBuilder</name>
<arguments>
</arguments>
</buildCommand>
<buildCommand>
<name>com.android.ide.eclipse.adt.PreCompilerBuilder</name>
<arguments>
</arguments>
</buildCommand>
<buildCommand>
<name>org.eclipse.ui.externaltools.ExternalToolBuilder</name>
<triggers>auto,full,incremental,</triggers>
<arguments>
<dictionary>
<key>LaunchConfigHandle</key>
<value>&lt;project&gt;/.externalToolBuilders/C++ Builder.launch</value>
</dictionary>
</arguments>
</buildCommand>
<buildCommand>
<name>org.eclipse.jdt.core.javabuilder</name>
<arguments>
</arguments>
</buildCommand>
<buildCommand>
<name>com.android.ide.eclipse.adt.ApkBuilder</name>
<arguments>
</arguments>
</buildCommand>
</buildSpec>
<natures>
<nature>com.android.ide.eclipse.adt.AndroidNature</nature>
<nature>org.eclipse.jdt.core.javanature</nature>
</natures>
</projectDescription>

View File

@@ -0,0 +1,4 @@
eclipse.preferences.version=1
org.eclipse.jdt.core.compiler.codegen.targetPlatform=1.6
org.eclipse.jdt.core.compiler.compliance=1.6
org.eclipse.jdt.core.compiler.source=1.6

View File

@@ -31,5 +31,6 @@
</activity>
</application>
<uses-feature android:glEsVersion="0x00020000"/>
<uses-sdk android:minSdkVersion="15"/>
<uses-permission android:name="android.permission.WRITE_EXTERNAL_STORAGE" />
</manifest>

View File

@@ -11,22 +11,36 @@ This sample demonstrates indirect method of wrapping C++ to Java using manually
Alternative method is available, wrapping individual OCCT classes to Java equivalents so that their full API is available to Java user
and the code can be programmed on Java level similarly to C++ one.
See description of OCCT Java Wrapper in Advanced Samples and Tools on OCCT web site at
https://www.opencascade.com/content/advanced-samples-and-tools
http://www.opencascade.org/support/products/advsamples
Install Android Studio 4.0+ and install building tools (check Tools -> SDK Manager):
- Android SDK (API level 21 or higher).
- Android SDK build tools.
- Android NDK r16 or higher (coming with CMake toolchain).
Using NDK r18 or newer will require changing ANDROID_STL in project settings.
- CMake 3.10+.
Run Eclipse from ADT (Android Developer Tools) for building the sample. To import sample project perform
~~~~
File -> Import... -> Android -> Existing Android code into Workspace
~~~~
and specify this directory. The project re-build will be started immediately right after importation if "Build automatically" option is turned on (default in Eclipse).
Proxy library compilation and packaging is performed by NDK build script, called by "C++ Builder" configured within Eclipse project.
The path to "ndk-build" tool from Android NDK (Native Development Kit) should be specified in Eclipse project properties:
~~~~
Project -> Properties -> Builders -> C++ Builder -> Edit -> Location
~~~~
Specify this folder location in Android Studio for opening project.
You might need re-entering Android SDK explicitly in File -> Project Structure -> SDK Location settings (SDK, NDK, JDK locations).
Now paths to OCCT C++ libraries and additional components should be specified in "jni/Android.mk" file:
~~~~
OCCT_ROOT := $(LOCAL_PATH)/../../../..
This sample expects OCCT to be already build - please refer to appropriate CMake building instructions in OCCT documentation.
The following variables should be added into file gradle.properties (see gradle.properties.template as template):
- `OCCT_ROOT` - path to OCCT installation folder.
- `FREETYPE_ROOT` - path to FreeType installation folder.
FREETYPE_INC := $(OCCT_ROOT)/../freetype/include/freetype2
FREETYPE_LIBS := $(OCCT_ROOT)/../freetype/libs
FREEIMAGE_INC := $(OCCT_ROOT)/../FreeImage/include
FREEIMAGE_LIBS := $(OCCT_ROOT)/../FreeImage/libs
OCCT_INC := $(OCCT_ROOT)/inc
OCCT_LIBS := $(OCCT_ROOT)/and/libs
~~~~
The list of extra components (Freetype, FreeImage) depends on OCCT configuration.
Variable $(TARGET_ARCH_ABI) is used within this script to refer to active architecture.
E.g. for 32-bit ARM build (see variable *APP_ABI* in "jni/Application.mk")
the folder *OCCT_LIBS* should contain sub-folder "armeabi-v7a" with OCCT libraries.
FreeImage is optional and does not required for this sample, however you should include all extra libraries used for OCCT building
and load the explicitly from Java code within OcctJniActivity::loadNatives() method, including toolkits from OCCT itself in proper order:
@@ -35,8 +49,10 @@ and load the explicitly from Java code within OcctJniActivity::loadNatives() met
|| !loadLibVerbose ("TKMath", aLoaded, aFailed)
|| !loadLibVerbose ("TKG2d", aLoaded, aFailed)
~~~~
Note that C++ STL library is not part of Android system, and application must package this library as well as extra component ("gnustl_shared" by default - see also `ANDROID_STL`).
Note that C++ STL library is not part of Android system.
Thus application must package this library as well as extra component.
"gnustl_shared" STL implementation is expected within this sample.
After successful build via Build -> Rebuild Project, the application can be packaged to Android:
- Deploy and run application on connected device or emulator directly from Android Studio using adb interface by menu items "Run" and "Debug". This would sign package with debug certificate.
- Prepare signed end-user package using wizard Build -> Generate signed APK.
After successful build, the application can be packaged to Android:
- Deploy and run application on connected device or emulator directly from Eclipse using adb interface by menu items "Run" and "Debug". This would sign package with debug certificate.
- Prepare signed end-user package using wizard File -> Export -> Android -> Export Android Application.

View File

@@ -1,48 +0,0 @@
apply plugin: 'com.android.application'
android {
compileSdkVersion 21
buildToolsVersion "30.0.0"
defaultConfig {
applicationId "com.opencascade.jnisample"
minSdkVersion 21
targetSdkVersion 26
ndk {
abiFilters "arm64-v8a"
}
externalNativeBuild {
cmake {
arguments "-DOCCT_ROOT=" + OCCT_ROOT,
"-DFREETYPE_ROOT=" + FREETYPE_ROOT,
"-DANDROID_STL=gnustl_shared"
}
}
}
buildTypes {
release {
minifyEnabled false
proguardFiles getDefaultProguardFile('proguard-android.txt'), 'proguard-rules.txt'
}
}
sourceSets {
main {
manifest.srcFile 'src/main/AndroidManifest.xml'
assets.srcDirs = [OCCT_ROOT + "/src"]
}
}
externalNativeBuild {
cmake {
path "src/main/jni/CMakeLists.txt"
}
}
}
dependencies {
implementation fileTree(dir: 'java/com/opencascade/jnisample', include: ['*.jar'])
}

View File

@@ -1,43 +0,0 @@
cmake_minimum_required(VERSION 3.4.1)
set(HEADER_FILES OcctJni_MsgPrinter.hxx OcctJni_Viewer.hxx)
set(SOURCE_FILES OcctJni_MsgPrinter.cxx OcctJni_Viewer.cxx)
set (anOcctLibs
TKernel TKMath TKG2d TKG3d TKGeomBase TKBRep TKGeomAlgo TKTopAlgo TKShHealing TKMesh
# exchange
TKPrim TKBO TKBool TKFillet TKOffset
TKXSBase
TKIGES
TKSTEPBase TKSTEPAttr TKSTEP209 TKSTEP
# OCCT Visualization
TKService TKHLR TKV3d TKOpenGl
)
set(aLibDeps "")
# OCCT libraries
include_directories(${OCCT_ROOT}/inc)
foreach(anOcctLib ${anOcctLibs})
add_library(lib_${anOcctLib} SHARED IMPORTED)
set_target_properties(lib_${anOcctLib} PROPERTIES IMPORTED_LOCATION ${OCCT_ROOT}/libs/${ANDROID_ABI}/lib${anOcctLib}.so)
list(APPEND aLibDeps lib_${anOcctLib})
endforeach()
# FreeType
add_library(lib_FreeType SHARED IMPORTED)
set_target_properties(lib_FreeType PROPERTIES IMPORTED_LOCATION ${FREETYPE_ROOT}/libs/${ANDROID_ABI}/libfreetype.so)
list(APPEND aLibDeps lib_FreeType)
# FreeImage - uncomment, if OCCT was built with FreeImage
#add_library(lib_FreeImage SHARED IMPORTED)
#set_target_properties(lib_FreeImage PROPERTIES IMPORTED_LOCATION ${FREETYPE_ROOT}/libs/${ANDROID_ABI}/libfreeimage.so)
#list(APPEND aLibDeps lib_FreeImage)
# system libraries
list(APPEND aLibDeps EGL GLESv2 log android)
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -std=c++11 -Wall -frtti -fexceptions -fpermissive")
add_library(TKJniSample SHARED ${SOURCE_FILES})
target_link_libraries(TKJniSample ${aLibDeps})

View File

@@ -1,17 +0,0 @@
// Top-level build file where you can add configuration options common to all sub-projects/modules.
buildscript {
repositories {
jcenter()
google()
}
dependencies {
classpath 'com.android.tools.build:gradle:4.0.0'
}
}
allprojects {
repositories {
jcenter()
google()
}
}

View File

@@ -1,5 +0,0 @@
# customized paths
OCCT_ROOT=c\:/android/occt-dev-android
FREETYPE_ROOT=c\:/android/freetype-2.7.1-android
# in case if OCCT was built with FreeImage
#FREEIMAGE_ROOT=c\:/android/freeimage-3.17-android

View File

@@ -0,0 +1,205 @@
LOCAL_PATH:= $(call my-dir)
STL_INC := $(NDK_ROOT)/sources/cxx-stl/gnu-libstdc++/$(NDK_TOOLCHAIN_VERSION)/include $(NDK_ROOT)/sources/cxx-stl/gnu-libstdc++/$(NDK_TOOLCHAIN_VERSION)/libs/$(TARGET_ARCH_ABI)/include
#STL_LIB := $(NDK_ROOT)/sources/cxx-stl/gnu-libstdc++/$(NDK_TOOLCHAIN_VERSION)/libs/$(TARGET_ARCH_ABI)/libgnustl_static.a
STL_LIB := $(NDK_ROOT)/sources/cxx-stl/gnu-libstdc++/$(NDK_TOOLCHAIN_VERSION)/libs/$(TARGET_ARCH_ABI)/libgnustl_shared.so
OCCT_ROOT := $(LOCAL_PATH)/../../../..
FREETYPE_INC := $(OCCT_ROOT)/../freetype/include/freetype2
FREETYPE_LIBS := $(OCCT_ROOT)/../freetype/libs
FREEIMAGE_INC := $(OCCT_ROOT)/../FreeImage/include
FREEIMAGE_LIBS := $(OCCT_ROOT)/../FreeImage/libs
OCCT_INC := $(OCCT_ROOT)/inc
OCCT_LIBS := $(OCCT_ROOT)/and/libs
ASSETDIR := $(LOCAL_PATH)/../assets
$(ASSETDIR)/Shaders: $(ASSETDIR)
-mkdir -p $(ASSETDIR)
-mkdir -p $(ASSETDIR)/Shaders
cp -f -r $(OCCT_ROOT)/src/Shaders/*.* $(ASSETDIR)/Shaders
$(ASSETDIR)/SHMessage: $(ASSETDIR)
-mkdir -p $(ASSETDIR)
-mkdir -p $(ASSETDIR)/SHMessage
cp -f -r $(OCCT_ROOT)/src/SHMessage/*.* $(ASSETDIR)/SHMessage
$(ASSETDIR)/XSMessage: $(ASSETDIR)
-mkdir -p $(ASSETDIR)
-mkdir -p $(ASSETDIR)/XSMessage
cp -f -r $(OCCT_ROOT)/src/XSMessage/*.* $(ASSETDIR)/XSMessage
pre_all: $(ASSETDIR)/Shaders $(ASSETDIR)/SHMessage $(ASSETDIR)/XSMessage
jniall: pre_all all
# STL libs
include $(CLEAR_VARS)
LOCAL_MODULE := SharedStl
LOCAL_EXPORT_C_INCLUDES := $(STL_INC)
LOCAL_SRC_FILES := $(STL_LIB)
include $(PREBUILT_SHARED_LIBRARY)
# 3rd-parties used in OCCT
include $(CLEAR_VARS)
LOCAL_MODULE := FreeType
LOCAL_EXPORT_C_INCLUDES := $(FREETYPE_INC)
LOCAL_SRC_FILES := $(FREETYPE_LIBS)/$(TARGET_ARCH_ABI)/libfreetype.so
include $(PREBUILT_SHARED_LIBRARY)
#include $(CLEAR_VARS)
#LOCAL_MODULE := FreeImage
#LOCAL_EXPORT_C_INCLUDES := $(FREEIMAGE_INC)
#LOCAL_SRC_FILES := $(FREEIMAGE_LIBS)/$(TARGET_ARCH_ABI)/libfreeimage.so
#include $(PREBUILT_SHARED_LIBRARY)
# OCCT core
include $(CLEAR_VARS)
LOCAL_MODULE := OcctTKernel
LOCAL_EXPORT_C_INCLUDES := $(OCCT_INC)
LOCAL_SRC_FILES := $(OCCT_LIBS)/$(TARGET_ARCH_ABI)/libTKernel.so
include $(PREBUILT_SHARED_LIBRARY)
include $(CLEAR_VARS)
LOCAL_MODULE := OcctTKMath
LOCAL_SRC_FILES := $(OCCT_LIBS)/$(TARGET_ARCH_ABI)/libTKMath.so
include $(PREBUILT_SHARED_LIBRARY)
include $(CLEAR_VARS)
LOCAL_MODULE := OcctTKG2d
LOCAL_SRC_FILES := $(OCCT_LIBS)/$(TARGET_ARCH_ABI)/libTKG2d.so
include $(PREBUILT_SHARED_LIBRARY)
include $(CLEAR_VARS)
LOCAL_MODULE := OcctTKG3d
LOCAL_SRC_FILES := $(OCCT_LIBS)/$(TARGET_ARCH_ABI)/libTKG3d.so
include $(PREBUILT_SHARED_LIBRARY)
include $(CLEAR_VARS)
LOCAL_MODULE := OcctTKGeomBase
LOCAL_SRC_FILES := $(OCCT_LIBS)/$(TARGET_ARCH_ABI)/libTKGeomBase.so
include $(PREBUILT_SHARED_LIBRARY)
include $(CLEAR_VARS)
LOCAL_MODULE := OcctTKBRep
LOCAL_SRC_FILES := $(OCCT_LIBS)/$(TARGET_ARCH_ABI)/libTKBRep.so
include $(PREBUILT_SHARED_LIBRARY)
include $(CLEAR_VARS)
LOCAL_MODULE := OcctTKGeomAlgo
LOCAL_SRC_FILES := $(OCCT_LIBS)/$(TARGET_ARCH_ABI)/libTKGeomAlgo.so
include $(PREBUILT_SHARED_LIBRARY)
include $(CLEAR_VARS)
LOCAL_MODULE := OcctTKTopAlgo
LOCAL_SRC_FILES := $(OCCT_LIBS)/$(TARGET_ARCH_ABI)/libTKTopAlgo.so
include $(PREBUILT_SHARED_LIBRARY)
include $(CLEAR_VARS)
LOCAL_MODULE := OcctTKShHealing
LOCAL_SRC_FILES := $(OCCT_LIBS)/$(TARGET_ARCH_ABI)/libTKShHealing.so
include $(PREBUILT_SHARED_LIBRARY)
include $(CLEAR_VARS)
LOCAL_MODULE := OcctTKMesh
LOCAL_SRC_FILES := $(OCCT_LIBS)/$(TARGET_ARCH_ABI)/libTKMesh.so
include $(PREBUILT_SHARED_LIBRARY)
# OCCT Exchange
include $(CLEAR_VARS)
LOCAL_MODULE := OcctTKPrim
LOCAL_SRC_FILES := $(OCCT_LIBS)/$(TARGET_ARCH_ABI)/libTKPrim.so
include $(PREBUILT_SHARED_LIBRARY)
include $(CLEAR_VARS)
LOCAL_MODULE := OcctTKBO
LOCAL_SRC_FILES := $(OCCT_LIBS)/$(TARGET_ARCH_ABI)/libTKBO.so
include $(PREBUILT_SHARED_LIBRARY)
include $(CLEAR_VARS)
LOCAL_MODULE := OcctTKBool
LOCAL_SRC_FILES := $(OCCT_LIBS)/$(TARGET_ARCH_ABI)/libTKBool.so
include $(PREBUILT_SHARED_LIBRARY)
include $(CLEAR_VARS)
LOCAL_MODULE := OcctTKFillet
LOCAL_SRC_FILES := $(OCCT_LIBS)/$(TARGET_ARCH_ABI)/libTKFillet.so
include $(PREBUILT_SHARED_LIBRARY)
include $(CLEAR_VARS)
LOCAL_MODULE := OcctTKOffset
LOCAL_SRC_FILES := $(OCCT_LIBS)/$(TARGET_ARCH_ABI)/libTKOffset.so
include $(PREBUILT_SHARED_LIBRARY)
include $(CLEAR_VARS)
LOCAL_MODULE := OcctTKXSBase
LOCAL_SRC_FILES := $(OCCT_LIBS)/$(TARGET_ARCH_ABI)/libTKXSBase.so
include $(PREBUILT_SHARED_LIBRARY)
include $(CLEAR_VARS)
LOCAL_MODULE := OcctTKIGES
LOCAL_SRC_FILES := $(OCCT_LIBS)/$(TARGET_ARCH_ABI)/libTKIGES.so
include $(PREBUILT_SHARED_LIBRARY)
include $(CLEAR_VARS)
LOCAL_MODULE := OcctTKSTEPBase
LOCAL_SRC_FILES := $(OCCT_LIBS)/$(TARGET_ARCH_ABI)/libTKSTEPBase.so
include $(PREBUILT_SHARED_LIBRARY)
include $(CLEAR_VARS)
LOCAL_MODULE := OcctTKSTEPAttr
LOCAL_SRC_FILES := $(OCCT_LIBS)/$(TARGET_ARCH_ABI)/libTKSTEPAttr.so
include $(PREBUILT_SHARED_LIBRARY)
include $(CLEAR_VARS)
LOCAL_MODULE := OcctTKSTEP209
LOCAL_SRC_FILES := $(OCCT_LIBS)/$(TARGET_ARCH_ABI)/libTKSTEP209.so
include $(PREBUILT_SHARED_LIBRARY)
include $(CLEAR_VARS)
LOCAL_MODULE := OcctTKSTEP
LOCAL_SRC_FILES := $(OCCT_LIBS)/$(TARGET_ARCH_ABI)/libTKSTEP.so
include $(PREBUILT_SHARED_LIBRARY)
# OCCT visualization
include $(CLEAR_VARS)
LOCAL_MODULE := OcctTKService
LOCAL_SRC_FILES := $(OCCT_LIBS)/$(TARGET_ARCH_ABI)/libTKService.so
include $(PREBUILT_SHARED_LIBRARY)
include $(CLEAR_VARS)
LOCAL_MODULE := OcctTKHLR
LOCAL_SRC_FILES := $(OCCT_LIBS)/$(TARGET_ARCH_ABI)/libTKHLR.so
include $(PREBUILT_SHARED_LIBRARY)
include $(CLEAR_VARS)
LOCAL_MODULE := OcctTKV3d
LOCAL_SRC_FILES := $(OCCT_LIBS)/$(TARGET_ARCH_ABI)/libTKV3d.so
include $(PREBUILT_SHARED_LIBRARY)
include $(CLEAR_VARS)
LOCAL_MODULE := OcctTKOpenGl
LOCAL_SRC_FILES := $(OCCT_LIBS)/$(TARGET_ARCH_ABI)/libTKOpenGl.so
include $(PREBUILT_SHARED_LIBRARY)
# our sample
include $(CLEAR_VARS)
LOCAL_MODULE := libTKJniSample
LOCAL_C_INCLUDES := $(STL_INC)
#LOCAL_STATIC_LIBRARIES := $(STL_LIB) does not work
LOCAL_CFLAGS := -Wall -std=c++11
LOCAL_CPP_EXTENSION := .cxx .cpp
LOCAL_CPP_FEATURES := rtti exceptions
LOCAL_SRC_FILES := OcctJni_Viewer.cxx OcctJni_Window.cxx OcctJni_MsgPrinter.cxx
LOCAL_SHARED_LIBRARIES := OcctTKernel OcctTKMath OcctTKG2d OcctTKG3d OcctTKGeomBase OcctTKBRep OcctTKGeomAlgo OcctTKTopAlgo OcctTKShHealing OcctTKMesh OcctTKPrim
LOCAL_SHARED_LIBRARIES += OcctTKIGES OcctTKSTEP OcctTKXSBase
LOCAL_SHARED_LIBRARIES += OcctTKService OcctTKHLR OcctTKV3d OcctTKOpenGl
LOCAL_SHARED_LIBRARIES += SharedStl
LOCAL_LDLIBS := -llog -lGLESv2 -lEGL
#LOCAL_LDLIBS += $(STL_LIB)
include $(BUILD_SHARED_LIBRARY)

View File

@@ -0,0 +1,8 @@
NDK_TOOLCHAIN_VERSION := 4.8
APP_PLATFORM := android-15
APP_ABI := armeabi-v7a
#APP_ABI := all
#APP_STL := gnustl_static
#APP_STL := stlport_static

View File

@@ -11,7 +11,7 @@
// Alternatively, this file may be used under the terms of Open CASCADE
// commercial license or contractual agreement.
#include "OcctJni_MsgPrinter.hxx"
#include <OcctJni_MsgPrinter.hxx>
#include <TCollection_AsciiString.hxx>
#include <TCollection_ExtendedString.hxx>
@@ -48,11 +48,27 @@ OcctJni_MsgPrinter::~OcctJni_MsgPrinter()
}
// =======================================================================
// function : send
// function : Send
// purpose :
// =======================================================================
void OcctJni_MsgPrinter::send (const TCollection_AsciiString& theString,
const Message_Gravity theGravity) const
void OcctJni_MsgPrinter::Send (const TCollection_ExtendedString& theString,
const Message_Gravity theGravity,
const Standard_Boolean theToPutEndl) const
{
if (theGravity >= myTraceLevel)
{
const TCollection_AsciiString aStr (theString);
OcctJni_MsgPrinter::Send (aStr, theGravity, theToPutEndl);
}
}
// =======================================================================
// function : Send
// purpose :
// =======================================================================
void OcctJni_MsgPrinter::Send (const TCollection_AsciiString& theString,
const Message_Gravity theGravity,
const Standard_Boolean theToPutEndl) const
{
if (theGravity < myTraceLevel)
{
@@ -66,6 +82,20 @@ void OcctJni_MsgPrinter::send (const TCollection_AsciiString& theString,
}
jstring aJStr = myJEnv->NewStringUTF ((theString + "\n").ToCString());
myJEnv->CallVoidMethod (myJObj, myJMet, aJStr);
myJEnv->CallObjectMethod (myJObj, myJMet, aJStr);
myJEnv->DeleteLocalRef (aJStr);
}
// =======================================================================
// function : Send
// purpose :
// =======================================================================
void OcctJni_MsgPrinter::Send (const Standard_CString& theString,
const Message_Gravity theGravity,
const Standard_Boolean theToPutEndl) const
{
if (theGravity >= myTraceLevel)
{
OcctJni_MsgPrinter::Send (TCollection_AsciiString (theString), theGravity, theToPutEndl);
}
}

View File

@@ -30,11 +30,20 @@ public:
//! Destructor.
~OcctJni_MsgPrinter();
protected:
//! Redirection to TCollection_AsciiString method
virtual void Send (const TCollection_ExtendedString& theString,
const Message_Gravity theGravity,
const Standard_Boolean theToPutEndl) const;
//! Redirection to TCollection_AsciiString method
virtual void Send (const Standard_CString& theString,
const Message_Gravity theGravity,
const Standard_Boolean theToPutEndl) const;
//! Main printing method
virtual void send (const TCollection_AsciiString& theString,
const Message_Gravity theGravity) const override;
virtual void Send (const TCollection_AsciiString& theString,
const Message_Gravity theGravity,
const Standard_Boolean theToPutEndl) const;
private:

View File

@@ -11,21 +11,17 @@
// Alternatively, this file may be used under the terms of Open CASCADE
// commercial license or contractual agreement.
#include "OcctJni_Viewer.hxx"
#include "OcctJni_MsgPrinter.hxx"
#include <OcctJni_Viewer.hxx>
#include <OcctJni_MsgPrinter.hxx>
#include <AIS_ViewCube.hxx>
#include <AIS_Shape.hxx>
#include <Aspect_NeutralWindow.hxx>
#include <Image_AlienPixMap.hxx>
#include <BRepTools.hxx>
#include <Message_Messenger.hxx>
#include <Message_MsgFile.hxx>
#include <Message_PrinterSystemLog.hxx>
#include <OpenGl_GraphicDriver.hxx>
#include <OSD_Environment.hxx>
#include <OSD_Timer.hxx>
#include <Prs3d_DatumAspect.hxx>
#include <Standard_Version.hxx>
#include <BRepPrimAPI_MakeBox.hxx>
@@ -109,69 +105,18 @@ Standard_Boolean setResourceEnv (const TCollection_AsciiString& theVarName,
// function : OcctJni_Viewer
// purpose :
// =======================================================================
OcctJni_Viewer::OcctJni_Viewer (float theDispDensity)
: myDevicePixelRatio (theDispDensity),
myIsJniMoreFrames (false)
OcctJni_Viewer::OcctJni_Viewer()
{
SetTouchToleranceScale (theDispDensity);
#ifndef NDEBUG
// Register printer for logging messages into global Android log.
// Should never be used in production (or specify higher gravity for logging only failures).
Handle(Message_Messenger) aMsgMgr = Message::DefaultMessenger();
aMsgMgr->RemovePrinters (STANDARD_TYPE (Message_PrinterSystemLog));
aMsgMgr->AddPrinter (new Message_PrinterSystemLog ("OcctJni_Viewer"));
#endif
// prepare necessary environment
TCollection_AsciiString aResRoot = "/data/data/com.opencascade.jnisample/files";
setResourceEnv ("CSF_XSMessage", aResRoot + "/XSMessage", "XSTEP.us", Standard_False);
setResourceEnv ("CSF_SHMessage", aResRoot + "/XSMessage", "SHAPE.us", Standard_False);
}
setResourceEnv ("CSF_ShadersDirectory", aResRoot + "/Shaders", "Declarations.glsl", Standard_False);
setResourceEnv ("CSF_XSMessage", aResRoot + "/XSMessage", "XSTEP.us", Standard_False);
setResourceEnv ("CSF_SHMessage", aResRoot + "/XSMessage", "SHAPE.us", Standard_False);
//setResourceEnv ("CSF_PluginDefaults", "Plugin", Standard_False);
// ================================================================
// Function : dumpGlInfo
// Purpose :
// ================================================================
void OcctJni_Viewer::dumpGlInfo (bool theIsBasic)
{
TColStd_IndexedDataMapOfStringString aGlCapsDict;
myView->DiagnosticInformation (aGlCapsDict, Graphic3d_DiagnosticInfo_Basic); //theIsBasic ? Graphic3d_DiagnosticInfo_Basic : Graphic3d_DiagnosticInfo_Complete);
if (theIsBasic)
{
TCollection_AsciiString aViewport;
aGlCapsDict.FindFromKey ("Viewport", aViewport);
aGlCapsDict.Clear();
aGlCapsDict.Add ("Viewport", aViewport);
}
aGlCapsDict.Add ("Display scale", TCollection_AsciiString(myDevicePixelRatio));
// beautify output
{
TCollection_AsciiString* aGlVer = aGlCapsDict.ChangeSeek ("GLversion");
TCollection_AsciiString* aGlslVer = aGlCapsDict.ChangeSeek ("GLSLversion");
if (aGlVer != NULL
&& aGlslVer != NULL)
{
*aGlVer = *aGlVer + " [GLSL: " + *aGlslVer + "]";
aGlslVer->Clear();
}
}
TCollection_AsciiString anInfo;
for (TColStd_IndexedDataMapOfStringString::Iterator aValueIter (aGlCapsDict); aValueIter.More(); aValueIter.Next())
{
if (!aValueIter.Value().IsEmpty())
{
if (!anInfo.IsEmpty())
{
anInfo += "\n";
}
anInfo += aValueIter.Key() + ": " + aValueIter.Value();
}
}
Message::Send (anInfo, Message_Warning);
// make sure OCCT loads the dictionary
//UnitsAPI::SetLocalSystem (UnitsAPI_SI);
}
// =======================================================================
@@ -207,10 +152,19 @@ bool OcctJni_Viewer::init()
return false;
}
TCollection_AsciiString anEglInfo = TCollection_AsciiString()
+ "\n EGLVersion: " + eglQueryString (anEglDisplay, EGL_VERSION)
+ "\n EGLVendor: " + eglQueryString (anEglDisplay, EGL_VENDOR)
+ "\n EGLClient APIs: " + eglQueryString (anEglDisplay, EGL_CLIENT_APIS)
+ "\n GLvendor: " + (const char* )glGetString (GL_VENDOR)
+ "\n GLdevice: " + (const char* )glGetString (GL_RENDERER)
+ "\n GLversion: " + (const char* )glGetString (GL_VERSION) + " [GLSL: " + (const char* )glGetString (GL_SHADING_LANGUAGE_VERSION) + "]";
::Message::DefaultMessenger()->Send (anEglInfo, Message_Info);
if (!myViewer.IsNull())
{
Handle(OpenGl_GraphicDriver) aDriver = Handle(OpenGl_GraphicDriver)::DownCast (myViewer->Driver());
Handle(Aspect_NeutralWindow) aWindow = Handle(Aspect_NeutralWindow)::DownCast (myView->Window());
Handle(OcctJni_Window) aWindow = Handle(OcctJni_Window)::DownCast (myView->Window());
if (!aDriver->InitEglContext (anEglDisplay, anEglContext, anEglConfig))
{
Message::DefaultMessenger()->Send ("Error: OpenGl_GraphicDriver can not be initialized!", Message_Fail);
@@ -220,7 +174,6 @@ bool OcctJni_Viewer::init()
aWindow->SetSize (aWidth, aHeight);
myView->SetWindow (aWindow, (Aspect_RenderingContext )anEglContext);
dumpGlInfo (true);
return true;
}
@@ -234,17 +187,6 @@ bool OcctJni_Viewer::init()
return false;
}
myTextStyle = new Prs3d_TextAspect();
myTextStyle->SetFont (Font_NOF_ASCII_MONO);
myTextStyle->SetHeight (12);
myTextStyle->Aspect()->SetColor (Quantity_NOC_GRAY95);
myTextStyle->Aspect()->SetColorSubTitle (Quantity_NOC_BLACK);
myTextStyle->Aspect()->SetDisplayType (Aspect_TODT_SHADOW);
myTextStyle->Aspect()->SetTextFontAspect (Font_FA_Bold);
myTextStyle->Aspect()->SetTextZoomable (false);
myTextStyle->SetHorizontalJustification (Graphic3d_HTA_LEFT);
myTextStyle->SetVerticalJustification (Graphic3d_VTA_BOTTOM);
// create viewer
myViewer = new V3d_Viewer (aDriver);
myViewer->SetDefaultBackgroundColor (Quantity_NOC_BLACK);
@@ -253,22 +195,14 @@ bool OcctJni_Viewer::init()
// create AIS context
myContext = new AIS_InteractiveContext (myViewer);
myContext->SetPixelTolerance (int(myDevicePixelRatio * 6.0)); // increase tolerance and adjust to hi-dpi screens
//myContext->SetDisplayMode (AIS_WireFrame, false);
myContext->SetDisplayMode (AIS_Shaded, false);
Handle(Aspect_NeutralWindow) aWindow = new Aspect_NeutralWindow();
aWindow->SetSize (aWidth, aHeight);
Handle(OcctJni_Window) aWindow = new OcctJni_Window (aWidth, aHeight);
myView = myViewer->CreateView();
myView->SetImmediateUpdate (false);
myView->ChangeRenderingParams().Resolution = (unsigned int )(96.0 * myDevicePixelRatio + 0.5);
myView->ChangeRenderingParams().ToShowStats = true;
myView->ChangeRenderingParams().CollectedStats = (Graphic3d_RenderingParams::PerfCounters ) (Graphic3d_RenderingParams::PerfCounters_FrameRate | Graphic3d_RenderingParams::PerfCounters_Triangles);
myView->ChangeRenderingParams().StatsTextAspect = myTextStyle->Aspect();
myView->ChangeRenderingParams().StatsTextHeight = (int )myTextStyle->Height();
myView->SetWindow (aWindow, (Aspect_RenderingContext )anEglContext);
dumpGlInfo (false);
//myView->TriedronDisplay (Aspect_TOTP_RIGHT_LOWER, Quantity_NOC_WHITE, 0.08 * myDevicePixelRatio, V3d_ZBUFFER);
myView->TriedronDisplay (Aspect_TOTP_RIGHT_LOWER, Quantity_NOC_WHITE, 0.08, V3d_ZBUFFER);
initContent();
return true;
@@ -299,13 +233,13 @@ void OcctJni_Viewer::resize (int theWidth,
}
Handle(OpenGl_GraphicDriver) aDriver = Handle(OpenGl_GraphicDriver)::DownCast (myViewer->Driver());
Handle(Aspect_NeutralWindow) aWindow = Handle(Aspect_NeutralWindow)::DownCast (myView->Window());
Handle(OcctJni_Window) aWindow = Handle(OcctJni_Window)::DownCast (myView->Window());
aWindow->SetSize (theWidth, theHeight);
//myView->MustBeResized(); // can be used instead of SetWindow() when EGLsurface has not been changed
EGLContext anEglContext = eglGetCurrentContext();
myView->SetImmediateUpdate (Standard_False);
myView->SetWindow (aWindow, (Aspect_RenderingContext )anEglContext);
dumpGlInfo (true);
//saveSnapshot ("/sdcard/Download/tt.png", theWidth, theHeight);
}
@@ -317,28 +251,6 @@ void OcctJni_Viewer::initContent()
{
myContext->RemoveAll (Standard_False);
if (myViewCube.IsNull())
{
myViewCube = new AIS_ViewCube();
{
// setup view cube size
static const double THE_CUBE_SIZE = 60.0;
myViewCube->SetSize (myDevicePixelRatio * THE_CUBE_SIZE, false);
myViewCube->SetBoxFacetExtension (myViewCube->Size() * 0.15);
myViewCube->SetAxesPadding (myViewCube->Size() * 0.10);
myViewCube->SetFontHeight (THE_CUBE_SIZE * 0.16);
}
// presentation parameters
myViewCube->SetTransformPersistence (new Graphic3d_TransformPers (Graphic3d_TMF_TriedronPers, Aspect_TOTP_RIGHT_LOWER, Graphic3d_Vec2i (200, 200)));
myViewCube->Attributes()->SetDatumAspect (new Prs3d_DatumAspect());
myViewCube->Attributes()->DatumAspect()->SetTextAspect (myTextStyle);
// animation parameters
myViewCube->SetViewAnimation (myViewAnimation);
myViewCube->SetFixedAnimationLoop (false);
myViewCube->SetAutoStartAnimation (true);
}
myContext->Display (myViewCube, false);
OSD_Timer aTimer;
aTimer.Start();
if (!myShape.IsNull())
@@ -471,10 +383,6 @@ bool OcctJni_Viewer::open (const TCollection_AsciiString& thePath)
if (!myContext.IsNull())
{
myContext->RemoveAll (Standard_False);
if (!myViewCube.IsNull())
{
myContext->Display (myViewCube, false);
}
}
if (thePath.IsEmpty())
{
@@ -615,33 +523,18 @@ bool OcctJni_Viewer::saveSnapshot (const TCollection_AsciiString& thePath,
return true;
}
// ================================================================
// Function : handleViewRedraw
// Purpose :
// ================================================================
void OcctJni_Viewer::handleViewRedraw (const Handle(AIS_InteractiveContext)& theCtx,
const Handle(V3d_View)& theView)
{
AIS_ViewController::handleViewRedraw (theCtx, theView);
myIsJniMoreFrames = myToAskNextFrame;
}
// =======================================================================
// function : redraw
// purpose :
// =======================================================================
bool OcctJni_Viewer::redraw()
void OcctJni_Viewer::redraw()
{
if (myView.IsNull())
{
return false;
return;
}
// handle user input
myIsJniMoreFrames = false;
myView->InvalidateImmediate();
FlushViewEvents (myContext, myView, true);
return myIsJniMoreFrames;
myView->Redraw();
}
// =======================================================================
@@ -659,13 +552,89 @@ void OcctJni_Viewer::fitAll()
myView->Invalidate();
}
// =======================================================================
// function : startRotation
// purpose :
// =======================================================================
void OcctJni_Viewer::startRotation (int theStartX,
int theStartY)
{
if (myView.IsNull())
{
return;
}
myView->StartRotation (theStartX, theStartY, 0.45);
myView->Invalidate();
}
// =======================================================================
// function : onRotation
// purpose :
// =======================================================================
void OcctJni_Viewer::onRotation (int theX,
int theY)
{
if (myView.IsNull())
{
return;
}
myView->Rotation (theX, theY);
myView->Invalidate();
}
// =======================================================================
// function : onPanning
// purpose :
// =======================================================================
void OcctJni_Viewer::onPanning (int theDX,
int theDY)
{
if (myView.IsNull())
{
return;
}
myView->Pan (theDX, theDY);
myView->Invalidate();
}
// =======================================================================
// function : onClick
// purpose :
// =======================================================================
void OcctJni_Viewer::onClick (int theX,
int theY)
{
if (myView.IsNull())
{
return;
}
myContext->MoveTo (theX, theY, myView, Standard_False);
myContext->Select (Standard_False);
myView->Invalidate();
}
// =======================================================================
// function : stopAction
// purpose :
// =======================================================================
void OcctJni_Viewer::stopAction()
{
if (myView.IsNull())
{
return;
}
}
#define jexp extern "C" JNIEXPORT
jexp jlong JNICALL Java_com_opencascade_jnisample_OcctJniRenderer_cppCreate (JNIEnv* theEnv,
jobject theObj,
jfloat theDispDensity)
jobject theObj)
{
return jlong(new OcctJni_Viewer (theDispDensity));
return jlong(new OcctJni_Viewer());
}
jexp void JNICALL Java_com_opencascade_jnisample_OcctJniRenderer_cppDestroy (JNIEnv* theEnv,
@@ -715,11 +684,11 @@ jexp void JNICALL Java_com_opencascade_jnisample_OcctJniRenderer_cppOpen (JNIEnv
((OcctJni_Viewer* )theCppPtr)->open (aPath);
}
jexp jboolean JNICALL Java_com_opencascade_jnisample_OcctJniRenderer_cppRedraw (JNIEnv* theEnv,
jobject theObj,
jlong theCppPtr)
jexp void JNICALL Java_com_opencascade_jnisample_OcctJniRenderer_cppRedraw (JNIEnv* theEnv,
jobject theObj,
jlong theCppPtr)
{
return ((OcctJni_Viewer* )theCppPtr)->redraw() ? JNI_TRUE : JNI_FALSE;
((OcctJni_Viewer* )theCppPtr)->redraw();
}
jexp void JNICALL Java_com_opencascade_jnisample_OcctJniRenderer_cppSetAxoProj (JNIEnv* theEnv,
@@ -778,41 +747,47 @@ jexp void JNICALL Java_com_opencascade_jnisample_OcctJniRenderer_cppFitAll (JNIE
((OcctJni_Viewer* )theCppPtr)->fitAll();
}
jexp void JNICALL Java_com_opencascade_jnisample_OcctJniRenderer_cppAddTouchPoint (JNIEnv* theEnv,
jexp void JNICALL Java_com_opencascade_jnisample_OcctJniRenderer_cppStartRotation (JNIEnv* theEnv,
jobject theObj,
jlong theCppPtr,
jint theId,
jfloat theX,
jfloat theY)
jint theStartX,
jint theStartY)
{
((OcctJni_Viewer* )theCppPtr)->AddTouchPoint (theId, Graphic3d_Vec2d (theX, theY));
((OcctJni_Viewer* )theCppPtr)->startRotation (theStartX, theStartY);
}
jexp void JNICALL Java_com_opencascade_jnisample_OcctJniRenderer_cppUpdateTouchPoint (JNIEnv* theEnv,
jobject theObj,
jlong theCppPtr,
jint theId,
jfloat theX,
jfloat theY)
jexp void JNICALL Java_com_opencascade_jnisample_OcctJniRenderer_cppOnRotation (JNIEnv* theEnv,
jobject theObj,
jlong theCppPtr,
jint theX,
jint theY)
{
((OcctJni_Viewer* )theCppPtr)->UpdateTouchPoint (theId, Graphic3d_Vec2d (theX, theY));
((OcctJni_Viewer* )theCppPtr)->onRotation (theX, theY);
}
jexp void JNICALL Java_com_opencascade_jnisample_OcctJniRenderer_cppRemoveTouchPoint (JNIEnv* theEnv,
jobject theObj,
jlong theCppPtr,
jint theId)
jexp void JNICALL Java_com_opencascade_jnisample_OcctJniRenderer_cppOnPanning (JNIEnv* theEnv,
jobject theObj,
jlong theCppPtr,
jint theDX,
jint theDY)
{
((OcctJni_Viewer* )theCppPtr)->RemoveTouchPoint (theId);
((OcctJni_Viewer* )theCppPtr)->onPanning (theDX, theDY);
}
jexp void JNICALL Java_com_opencascade_jnisample_OcctJniRenderer_cppSelectInViewer (JNIEnv* theEnv,
jobject theObj,
jlong theCppPtr,
jfloat theX,
jfloat theY)
jexp void JNICALL Java_com_opencascade_jnisample_OcctJniRenderer_cppOnClick (JNIEnv* theEnv,
jobject theObj,
jlong theCppPtr,
jint theX,
jint theY)
{
((OcctJni_Viewer* )theCppPtr)->SelectInViewer (Graphic3d_Vec2i ((int )theX, (int )theY));
((OcctJni_Viewer* )theCppPtr)->onClick (theX, theY);
}
jexp void JNICALL Java_com_opencascade_jnisample_OcctJniRenderer_cppStopAction (JNIEnv* theEnv,
jobject theObj,
jlong theCppPtr)
{
((OcctJni_Viewer* )theCppPtr)->stopAction();
}
jexp jlong JNICALL Java_com_opencascade_jnisample_OcctJniActivity_cppOcctMajorVersion (JNIEnv* theEnv,

View File

@@ -11,22 +11,21 @@
// Alternatively, this file may be used under the terms of Open CASCADE
// commercial license or contractual agreement.
#include <OcctJni_Window.hxx>
#include <AIS_InteractiveContext.hxx>
#include <AIS_ViewController.hxx>
#include <TopoDS_Shape.hxx>
#include <V3d_Viewer.hxx>
#include <V3d_View.hxx>
class AIS_ViewCube;
//! Main C++ back-end for activity.
class OcctJni_Viewer : public AIS_ViewController
class OcctJni_Viewer
{
public:
//! Empty constructor
OcctJni_Viewer (float theDispDensity);
OcctJni_Viewer();
//! Initialize the viewer
bool init();
@@ -47,45 +46,43 @@ public:
int theHeight = 0);
//! Viewer update.
//! Returns TRUE if more frames should be requested.
bool redraw();
void redraw();
//! Move camera
void setProj (V3d_TypeOfOrientation theProj)
{
if (myView.IsNull())
{
return;
}
myView->SetProj (theProj);
myView->Invalidate();
}
void setProj (V3d_TypeOfOrientation theProj) { if (!myView.IsNull()) myView->SetProj (theProj); }
//! Fit All.
void fitAll();
//! Start rotation (remember first point position)
void startRotation (int theStartX,
int theStartY);
//! Perform rotation (relative to first point)
void onRotation (int theX,
int theY);
//! Perform panning
void onPanning (int theDX,
int theDY);
//! Perform selection
void onClick (int theX,
int theY);
//! Stop previously started action
void stopAction();
protected:
//! Reset viewer content.
void initContent();
//! Print information about OpenGL ES context.
void dumpGlInfo (bool theIsBasic);
//! Handle redraw.
virtual void handleViewRedraw (const Handle(AIS_InteractiveContext)& theCtx,
const Handle(V3d_View)& theView) override;
protected:
Handle(V3d_Viewer) myViewer;
Handle(V3d_View) myView;
Handle(AIS_InteractiveContext) myContext;
Handle(Prs3d_TextAspect) myTextStyle; //!< text style for OSD elements
Handle(AIS_ViewCube) myViewCube; //!< view cube object
TopoDS_Shape myShape;
float myDevicePixelRatio; //!< device pixel ratio for handling high DPI displays
bool myIsJniMoreFrames; //!< need more frame flag
};

View File

@@ -1,4 +1,4 @@
// Copyright (c) 2020 OPEN CASCADE SAS
// Copyright (c) 2014 OPEN CASCADE SAS
//
// This file is part of Open CASCADE Technology software library.
//
@@ -11,6 +11,6 @@
// Alternatively, this file may be used under the terms of Open CASCADE
// commercial license or contractual agreement.
#include <StdPrs_HLRShapeI.hxx>
#include <OcctJni_Window.hxx>
IMPLEMENT_STANDARD_RTTIEXT(StdPrs_HLRShapeI, Standard_Transient)
IMPLEMENT_STANDARD_RTTIEXT(OcctJni_Window, Aspect_Window)

View File

@@ -0,0 +1,109 @@
// Copyright (c) 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.
#ifndef OcctJni_Window_H
#define OcctJni_Window_H
#include <Aspect_Window.hxx>
//! This class defines dummy window
class OcctJni_Window : public Aspect_Window
{
public:
//! Creates a wrapper over existing Window handle
OcctJni_Window (const int theWidth, const int theHeight)
: myWidth (theWidth), myHeight(theHeight) {}
//! Returns native Window handle
virtual Aspect_Drawable NativeHandle() const Standard_OVERRIDE { return 0; }
//! Returns parent of native Window handle
virtual Aspect_Drawable NativeParentHandle() const Standard_OVERRIDE { return 0; }
//! Returns nothing on Android
virtual Aspect_FBConfig NativeFBConfig() const Standard_OVERRIDE { return 0; }
virtual void Destroy() {}
//! Opens the window <me>
virtual void Map() const Standard_OVERRIDE {}
//! Closes the window <me>
virtual void Unmap() const Standard_OVERRIDE {}
//! Applies the resizing to the window <me>
virtual Aspect_TypeOfResize DoResize() const Standard_OVERRIDE { return Aspect_TOR_UNKNOWN; }
//! Apply the mapping change to the window <me>
virtual Standard_Boolean DoMapping() const Standard_OVERRIDE { return Standard_True; }
//! Returns True if the window <me> is opened
virtual Standard_Boolean IsMapped() const Standard_OVERRIDE { return Standard_True; }
//! Returns The Window RATIO equal to the physical WIDTH/HEIGHT dimensions
virtual Standard_Real Ratio() const Standard_OVERRIDE { return 1.0; }
//! Returns The Window POSITION in PIXEL
virtual void Position (Standard_Integer& theX1,
Standard_Integer& theY1,
Standard_Integer& theX2,
Standard_Integer& theY2) const Standard_OVERRIDE
{
theX1 = 0;
theX2 = myWidth;
theY1 = 0;
theY2 = myHeight;
}
//! Set The Window POSITION in PIXEL
void SetPosition (const Standard_Integer theX1,
const Standard_Integer theY1,
const Standard_Integer theX2,
const Standard_Integer theY2)
{
myWidth = theX2 - theX1;
myHeight = theY2 - theY1;
}
//! Returns The Window SIZE in PIXEL
virtual void Size (Standard_Integer& theWidth,
Standard_Integer& theHeight) const Standard_OVERRIDE
{
theWidth = myWidth;
theHeight = myHeight;
}
//! Set The Window SIZE in PIXEL
void SetSize (const Standard_Integer theWidth,
const Standard_Integer theHeight)
{
myWidth = theWidth;
myHeight = theHeight;
}
private:
int myWidth;
int myHeight;
public:
DEFINE_STANDARD_RTTIEXT(OcctJni_Window,Aspect_Window)
};
DEFINE_STANDARD_HANDLE(OcctJni_Window, Aspect_Window)
#endif // OcctJni_Window_H

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# This file is automatically generated by Android Tools.
# Do not modify this file -- YOUR CHANGES WILL BE ERASED!
#
# This file must be checked in Version Control Systems.
#
# To customize properties used by the Ant build system edit
# "ant.properties", and override values to adapt the script to your
# project structure.
#
# To enable ProGuard to shrink and obfuscate your code, uncomment this (available properties: sdk.dir, user.home):
#proguard.config=${sdk.dir}/tools/proguard/proguard-android.txt:proguard-project.txt
# Project target.
target=android-15

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