// Copyright (c) 2023 OPEN CASCADE SAS // // This file is part of Open CASCADE Technology software library. // // This library is free software; you can redistribute it and/or modify it under // the terms of the GNU Lesser General Public License version 2.1 as published // by the Free Software Foundation, with special exception defined in the file // OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT // distribution for complete text of the license and disclaimer of any warranty. // // Alternatively, this file may be used under the terms of Open CASCADE // commercial license or contractual agreement. #include IMPLEMENT_STANDARD_RTTIEXT(AIS_AnimationAxisRotation, AIS_BaseAnimationObject) //================================================================================================= AIS_AnimationAxisRotation::AIS_AnimationAxisRotation( const TCollection_AsciiString& theAnimationName, const Handle(AIS_InteractiveContext)& theContext, const Handle(AIS_InteractiveObject)& theObject, const gp_Ax1& theAxis, const Standard_Real theAngleStart, const Standard_Real theAngleEnd) : AIS_BaseAnimationObject(theAnimationName, theContext, theObject), myRotAxis(theAxis), myAngleStart(theAngleStart), myAngleEnd(theAngleEnd) { // } //================================================================================================= void AIS_AnimationAxisRotation::update(const AIS_AnimationProgress& theProgress) { if (myObject.IsNull()) { return; } gp_Trsf aTrsf; Standard_Real aCurrentAngle = (1.0 - theProgress.LocalNormalized) * myAngleStart + theProgress.LocalNormalized * myAngleEnd; aTrsf.SetRotation(myRotAxis, aCurrentAngle); updateTrsf(aTrsf); }