// Copyright (c) 1999-2014 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 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. /*********************************************************************** FONCTION : ---------- Classe V3d_View : HISTORIQUE DES MODIFICATIONS : -------------------------------- 00-09-92 : GG ; Creation. 02-10-96 : FMN ; Suppression appel Redraw sans MustBeResized() 05-06-97 : FMN ; Correction FitAll() 30-06-97 : GG ; Correction + Optimisation de Panning(...) On fait la translation + le zoom en une seule operation au lieu de 2 precedemment qui etait buggee. 09-07-97 : FMN ; Correction FitAll() sur le Ratio 16-07-97 : FMN ; Correction FitAll() sur le calcul de la Box 22-07-97 : FMN ; Ajout mode RetainMode pour le Transient 15-12-97 : FMN ; Ajout texture mapping 17-12-97 : FMN ; CTS19129 Correction FitAll() multiple 18-12-97 : FMN ; Ajout mode Ajout 24-12-97 : FMN ; Remplacement de math par MathGra 24-12-97 : CQO ; BUC50037 Xw_Window -> Aspect_Window 31-12-97 : CAL ; Remplacement de MathGra par Array2OfReal 07-01-98 : CAL ; Ajout de la methode DoMapping. 07-01-98 : CAL ; Retrait de tous les "this->" inutiles 21-01-98 : CAL ; Remplacement des Window->Position () par Window->Size () 27-01-98 : FMN ; PERF: OPTIMISATION LOADER (LOPTIM) 12-02-98 : GG ; Reactivation du Redraw dans MustBeResized() 23-02-98 : FMN ; Remplacement PI par Standard_PI 25-02-98 : FMN ; PERF.27: Optimisation of view creation from existing view 11-03-98 : STT ; S3558 19-03-98 : FMN ; Probleme dans FitAll car la methode WNT_Window::Size(Real,Real) ne marche pas. 08-04-98 : STT ; suppr. S3558 10-04-98 : CAL ; Ajout des methodes RefToPix et PixToRef 13-06-98 : FMN ; Probleme dans FitAll car la methode WNT_Window::Size(Real,Real) ne marche pas. Contournement en appelant WNT_Window::Size(Int,Int). 16-08-98 : CAL ; S3892. Ajout grilles 3d. 09-09-98 : CAL ; S3892. Generalisation de TrsPoint. 24-09-98 : CAL ; Ajout d'un parametre a V3d_View::SetPlotter. 06-10-98 : CAL ; Ajout d'un TIMER si CSF_GraphicTimer est definie. 16-10-98 : CAL ; Retrait d'un TIMER si CSF_GraphicTimer est definie. 06-11-98 : CAL ; PRO ?????. Probleme dans ZFitAll si un point dans la vue. 13-06-98 : FMN ; PRO14896: Correction sur la gestion de la perspective (cf Programming Guinde) 29-OCT-98 : DCB : Adding ScreenCopy () method. 10-11-99 : GG ; PRO19603 Add Redraw( area ) method IMP130100 : GG -> Don't increase too much the ZSize. -> Initialize correctly the Z clipping and D cueing planes. IMP100701 : SZV ; Add ToPixMap() method REMARQUES : ----------- About FitAll() multiple. This probleme is caused by missing precision of transformation matrices. If it is supposed that projection is made in the plane (U,V), there is a difference after several Zoom - compared to the exact value (cf ZoomX). Don't forget that the matrices work in float and not in double. To solve the problem (for lack of a better solution) I make 2 passes. ************************************************************************/ //GER61351 //GG_15/12/99 Add SetBackgroundColor() and BackgroundColor() methods #define IMP020300 //GG Don't use ZFitAll in during Rotation // for perf improvment #define IMP210600 //GG Avoid to have infinite loop when call Rotation() method // without call before StartRotation(). // This problem occurs when CTRL MB3 is maintain press betwwen 2 views. #define IMP250900 //GG Enable rotation around screen Z axis when // rotation begin far the center of the screen. // Thanks to Patrick REGINSTER (SAMTECH) // GG 21/12/00 Due to a regression on the previous specifications // this new functionnality is right now deactivated // by default (see StartRotation(...,zRotationThreshold) // method. #define BUC60952 //GG Enable to rotate around the view axis // and the required view point #define RIC120302 //GG Add a NEW SetWindow method which enable // to connect a graphic widget and context to OGL. #define IMP260302 //GG To avoid conflicting in Window destructor // nullify this handle in Remove method #define OCC280 //SAV fix for FitAll problem in the perspective view. #define OCC1188 //SAV Added methods to set background image /*----------------------------------------------------------------------*/ /* * Includes */ #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include // S3603 #include #include #include #include #include #include #define V3d_FLAG_COMPUTATION 0x00000004 // Perspective #include /*----------------------------------------------------------------------*/ /* * Constant */ #define DEUXPI (2. * M_PI) /*----------------------------------------------------------------------*/ //-Constructors V3d_View::V3d_View(const Handle(V3d_Viewer)& VM, const V3d_TypeOfView Type ) : MyProjModel(V3d_TPM_SCREEN), MyViewer(VM.operator->()), MyActiveLights(), MyViewContext (), myActiveLightsIterator(), SwitchSetFront(Standard_False), MyTrsf (1, 4, 1, 4), myAutoZFitMode (Standard_True) { myImmediateUpdate = Standard_False; MyView = new Visual3d_View(MyViewer->Viewer()); // { Begin to retrieve the definition from ViewContext. // Step MyViewContext = MyView->Context() ; // to permit MyView->SetContext to compare // the old and the new context. // No problem for MyViewMapping, MyViewOrientation // as MyView->SetViewMapping and MyView->SetViewOrientation // don't try to optimize the modifications introduced to // viewmapping and vieworientation. // Aliasing if ((MyView->Context ()).AliasingIsOn ()) MyViewContext.SetAliasingOn (); else MyViewContext.SetAliasingOff (); // DepthCueing MyViewContext.SetDepthCueingBackPlane ((MyView->Context ()).DepthCueingBackPlane ()); MyViewContext.SetDepthCueingFrontPlane ((MyView->Context ()).DepthCueingFrontPlane ()); if ((MyView->Context ()).DepthCueingIsOn ()) MyViewContext.SetDepthCueingOn (); else MyViewContext.SetDepthCueingOff (); // ZClipping MyViewContext.SetZClippingBackPlane ((MyView->Context ()).ZClippingBackPlane ()); MyViewContext.SetZClippingFrontPlane ((MyView->Context ()).ZClippingFrontPlane ()); if ((MyView->Context ()).FrontZClippingIsOn ()) MyViewContext.SetFrontZClippingOn (); else MyViewContext.SetFrontZClippingOff (); if ((MyView->Context ()).BackZClippingIsOn ()) MyViewContext.SetBackZClippingOn (); else MyViewContext.SetBackZClippingOff (); // Visualization and Shading Model MyViewContext.SetModel ((MyView->Context ()).Model ()); MyViewContext.SetVisualization ((MyView->Context ()).Visualization ()); // Texture Mapping MyViewContext.SetSurfaceDetail (MyView->Context ().SurfaceDetail ()); MyViewContext.SetTextureEnv (MyView->Context ().TextureEnv ()); // } End of retrieval of the definition of ViewContext. MyBackground = VM->GetBackgroundColor() ; MyGradientBackground = VM->GetGradientBackground() ; // camera init Handle(Graphic3d_Camera) aCamera = new Graphic3d_Camera(); aCamera->SetFOVy (45.0); aCamera->SetIOD (Graphic3d_Camera::IODType_Relative, 0.05); aCamera->SetZFocus (Graphic3d_Camera::FocusType_Relative, 1.0); SetCamera (aCamera); SetAxis (0.,0.,0.,1.,1.,1.); SetVisualization (VM->DefaultVisualization()); SetShadingModel (VM->DefaultShadingModel()); SetSurfaceDetail (VM->DefaultSurfaceDetail()); SetTwist (0.); SetAt (0.,0.,0.); SetProj (VM->DefaultViewProj()); SetSize (VM->DefaultViewSize()); Standard_Real zsize = VM->DefaultViewSize(); SetZSize (2.*zsize); SetZClippingDepth (0.); SetZClippingWidth (zsize); SetZCueingDepth (0.); SetZCueingWidth (zsize); SetDepth (VM->DefaultViewSize()/2.0); SetCenter (0.,0.); SetViewMappingDefault(); VM->AddView (this); Init(); myImmediateUpdate = Standard_True; aCamera->SetProjectionType ((Type == V3d_ORTHOGRAPHIC) ? Graphic3d_Camera::Projection_Orthographic : Graphic3d_Camera::Projection_Perspective); MyTransparencyFlag = Standard_False; } /*----------------------------------------------------------------------*/ V3d_View::V3d_View(const Handle(V3d_Viewer)& theVM,const Handle(V3d_View)& theView) : MyProjModel(V3d_TPM_SCREEN), MyViewer(theVM.operator->()), MyActiveLights(), MyViewContext (), myActiveLightsIterator(), SwitchSetFront(Standard_False), MyTrsf (1, 4, 1, 4), myAutoZFitMode (Standard_True) { Handle(Visual3d_View) aFromView = theView->View(); myImmediateUpdate = Standard_False; MyView = new Visual3d_View (MyViewer->Viewer()); for (theView->InitActiveLights(); theView->MoreActiveLights(); theView->NextActiveLights()) { MyActiveLights.Append (theView->ActiveLight()); } MyViewContext = aFromView->Context() ; SetCamera (new Graphic3d_Camera (theView->Camera())); MyBackground = aFromView->Background() ; MyGradientBackground = aFromView->GradientBackground(); MyView->SetContext (MyViewContext) ; SetAxis (0.0, 0.0, 0.0, 1.0, 1.0, 1.0); theVM->AddView (this); Init(); myImmediateUpdate = Standard_True; } /*----------------------------------------------------------------------*/ //-Methods, in order void V3d_View::SetMagnify(const Handle(Aspect_Window)& TheWindow, const Handle(V3d_View)& aPreviousView, const Standard_Integer x1, const Standard_Integer y1, const Standard_Integer x2, const Standard_Integer y2) { if( !MyView->IsDefined() ) { Standard_Real a,b,c,d; aPreviousView->Convert(x1,y1,a,b); aPreviousView->Convert(x2,y2,c,d); MyView->SetWindow(TheWindow) ; FitAll(TheWindow,a,b,c,d); MyView->SetContext(MyViewContext) ; MyView->SetBackground(MyBackground) ; MyViewer->SetViewOn(this) ; MyWindow = TheWindow; MyView->Redraw() ; SetViewMappingDefault(); } } /*----------------------------------------------------------------------*/ void V3d_View::SetWindow(const Handle(Aspect_Window)& TheWindow) { Standard_MultiplyDefined_Raise_if( MyView->IsDefined(), "V3d_View::SetWindow, window of view already defined"); MyView->SetWindow(TheWindow) ; // AGV: Method V3d_View::SetWindow() should assign the field MyWindow before // calling Redraw(). Otherwise it is impossible to call certain methods of // V3d_View like Convert() inside the context of Redraw(), // particularly in class NIS_View. MyWindow = TheWindow; // SetWindow carries out SetRatio and modifies MyView->SetContext(MyViewContext) ; MyView->SetBackground(MyBackground) ; MyViewer->SetViewOn(this) ; MyView->Redraw() ; } // RIC120302 /*----------------------------------------------------------------------*/ void V3d_View::SetWindow(const Handle(Aspect_Window)& aWindow, const Aspect_RenderingContext aContext, const Aspect_GraphicCallbackProc& aDisplayCB, const Standard_Address aClientData) { Standard_MultiplyDefined_Raise_if( MyView->IsDefined(), "V3d_View::SetWindow, " "window of view already defined"); // AGV: Method V3d_View::SetWindow() should assign the field MyWindow before // calling Redraw(). Otherwise it is impossible to call certain methods of // V3d_View like Convert() inside the context of Redraw(), // particularly in class NIS_View. MyWindow = aWindow; MyView->SetWindow(aWindow, aContext, aDisplayCB, aClientData) ; MyView->SetContext(MyViewContext) ; MyView->SetBackground(MyBackground) ; MyViewer->SetViewOn(this) ; MyView->Redraw() ; } // RIC120302 /*----------------------------------------------------------------------*/ void V3d_View::Remove() const { MyViewer->DelView (this); MyView->Remove(); Handle(Aspect_Window)& aWin = const_cast (MyWindow); aWin.Nullify(); } /*----------------------------------------------------------------------*/ void V3d_View::Update() const { if( MyView->IsDefined() ) MyView->Update() ; } /*----------------------------------------------------------------------*/ void V3d_View::Redraw() const { if( MyView->IsDefined() ) MyView->Redraw() ; } /*----------------------------------------------------------------------*/ void V3d_View::Redraw(const Standard_Integer xc,const Standard_Integer yc, const Standard_Integer width,const Standard_Integer height) const { if( MyView->IsDefined() ) MyView->Redraw(xc,yc,width,height) ; } /*----------------------------------------------------------------------*/ Standard_Boolean V3d_View::IsEmpty() const { Standard_Boolean TheStatus = Standard_True ; if( MyView->IsDefined() ) { Standard_Integer Nstruct = MyView->NumberOfDisplayedStructures() ; if( Nstruct > 0 ) TheStatus = Standard_False ; } return (TheStatus) ; } /*----------------------------------------------------------------------*/ void V3d_View::UpdateLights() const { MyView->SetContext(MyViewContext); Update(); } /*----------------------------------------------------------------------*/ void V3d_View::DoMapping() { if( MyView->IsDefined() ) { (MyView->Window())->DoMapping() ; } } /*----------------------------------------------------------------------*/ void V3d_View::MustBeResized() { if ( !MyLayerMgr.IsNull() ) MyLayerMgr->Resized(); if( MyView->IsDefined() ) { MyView->Resized() ; MyView->Redraw(); } } /*----------------------------------------------------------------------*/ void V3d_View::SetBackgroundColor(const Quantity_TypeOfColor Type, const Standard_Real v1, const Standard_Real v2, const Standard_Real v3) { Standard_Real V1 = Max( Min( v1, 1.0 ), 0.0 ); Standard_Real V2 = Max( Min( v2, 1.0 ), 0.0 ); Standard_Real V3 = Max( Min( v3, 1.0 ), 0.0 ); Quantity_Color C( V1, V2, V3, Type ); SetBackgroundColor( C ); } /*----------------------------------------------------------------------*/ void V3d_View::SetBackgroundColor(const Quantity_Color &Color) { MyBackground.SetColor( Color ); if ( MyView->IsDefined() ) MyView->SetBackground( MyBackground ); //szv: Why? if ( !MyLayerMgr.IsNull() ) MyLayerMgr->Resized(); } /*----------------------------------------------------------------------*/ void V3d_View::SetBackgroundColor(const Quantity_NameOfColor Name) { Quantity_Color C( Name ); SetBackgroundColor( C ); } /*----------------------------------------------------------------------*/ void V3d_View::SetBgGradientColors( const Quantity_Color& Color1, const Quantity_Color& Color2, const Aspect_GradientFillMethod FillStyle, const Standard_Boolean status) { MyGradientBackground.SetColors(Color1, Color2, FillStyle); if ( MyView->IsDefined() ) MyView->SetGradientBackground( MyGradientBackground, status ); } /*----------------------------------------------------------------------*/ void V3d_View::SetBgGradientColors( const Quantity_NameOfColor Color1, const Quantity_NameOfColor Color2, const Aspect_GradientFillMethod FillStyle, const Standard_Boolean status ) { Quantity_Color C1( Color1 ); Quantity_Color C2( Color2 ); MyGradientBackground.SetColors( C1, C2, FillStyle ); if ( MyView->IsDefined() ) MyView->SetGradientBackground( MyGradientBackground, status ); } /*----------------------------------------------------------------------*/ void V3d_View::SetBgGradientStyle( const Aspect_GradientFillMethod FillStyle, const Standard_Boolean update) { Quantity_Color Color1, Color2; MyGradientBackground.Colors( Color1, Color2 ); MyGradientBackground.SetColors( Color1, Color2, FillStyle ); if( MyView->IsDefined() ) MyView->SetBgGradientStyle( FillStyle, update ) ; } /*----------------------------------------------------------------------*/ void V3d_View::SetBackgroundImage( const Standard_CString FileName, const Aspect_FillMethod FillStyle, const Standard_Boolean update ) { #ifdef OCC1188 if( MyView->IsDefined() ) MyView->SetBackgroundImage( FileName, FillStyle, update ) ; #endif } /*----------------------------------------------------------------------*/ void V3d_View::SetBgImageStyle( const Aspect_FillMethod FillStyle, const Standard_Boolean update ) { #ifdef OCC1188 if( MyView->IsDefined() ) MyView->SetBgImageStyle( FillStyle, update ) ; #endif } /*----------------------------------------------------------------------*/ void V3d_View::SetAxis(const Standard_Real X, const Standard_Real Y, const Standard_Real Z, const Standard_Real Vx, const Standard_Real Vy, const Standard_Real Vz) { Standard_Real D,Nx = Vx,Ny = Vy,Nz = Vz ; D = Sqrt( Vx*Vx + Vy*Vy + Vz*Vz ) ; V3d_BadValue_Raise_if ( D <= 0. , "V3d_View::SetAxis, bad axis"); Nx /= D ; Ny /= D ; Nz /= D ; MyDefaultViewPoint.SetCoord(X,Y,Z) ; MyDefaultViewAxis.SetCoord(Nx,Ny,Nz) ; } /*----------------------------------------------------------------------*/ void V3d_View::SetShadingModel(const V3d_TypeOfShadingModel Model) { MyViewContext.SetModel((Visual3d_TypeOfModel) Model) ; MyView->SetContext(MyViewContext) ; } /*----------------------------------------------------------------------*/ void V3d_View::SetSurfaceDetail(const V3d_TypeOfSurfaceDetail Model) { MyViewContext.SetSurfaceDetail((Visual3d_TypeOfSurfaceDetail) Model) ; MyView->SetContext(MyViewContext) ; } /*----------------------------------------------------------------------*/ void V3d_View::SetTextureEnv(const Handle(Graphic3d_TextureEnv)& ATexture) { MyViewContext.SetTextureEnv(ATexture) ; MyView->SetContext(MyViewContext) ; } /*----------------------------------------------------------------------*/ void V3d_View::SetVisualization(const V3d_TypeOfVisualization Mode) { MyViewContext.SetVisualization((Visual3d_TypeOfVisualization) Mode); MyView->SetContext(MyViewContext) ; } /*----------------------------------------------------------------------*/ void V3d_View::SetFront() { gp_Ax3 a = MyViewer->PrivilegedPlane(); Standard_Real xo, yo, zo, vx, vy, vz, xu, yu, zu; a.Direction().Coord(vx,vy,vz); a.YDirection().Coord(xu,yu,zu); a.Location().Coord(xo,yo,zo); myCamera->BeginUpdate(); myCamera->SetCenter (gp_Pnt (xo, yo, zo)); if(SwitchSetFront) myCamera->SetDirection (gp_Dir (vx, vy, vz)); else myCamera->SetDirection (gp_Dir (vx, vy, vz).Reversed()); myCamera->SetUp (gp_Dir (xu, yu, zu)); AutoZFit(); myCamera->EndUpdate(); SwitchSetFront = !SwitchSetFront; ImmediateUpdate(); } /*----------------------------------------------------------------------*/ void V3d_View::Rotate (const Standard_Real ax, const Standard_Real ay, const Standard_Real az, const Standard_Boolean Start) { Standard_Real Ax = ax; Standard_Real Ay = ay; Standard_Real Az = az; if( Ax > 0. ) while ( Ax > DEUXPI ) Ax -= DEUXPI; else if( Ax < 0. ) while ( Ax < -DEUXPI ) Ax += DEUXPI; if( Ay > 0. ) while ( Ay > DEUXPI ) Ay -= DEUXPI; else if( Ay < 0. ) while ( Ay < -DEUXPI ) Ay += DEUXPI; if( Az > 0. ) while ( Az > DEUXPI ) Az -= DEUXPI; else if( Az < 0. ) while ( Az < -DEUXPI ) Az += DEUXPI; if (Start) { myCamStartOpUp = myCamera->Up(); myCamStartOpEye = myCamera->Eye(); myCamStartOpCenter = myCamera->Center(); } myCamera->BeginUpdate(); myCamera->SetUp (myCamStartOpUp); myCamera->SetEye (myCamStartOpEye); myCamera->SetCenter (myCamStartOpCenter); // rotate camera around 3 initial axes gp_Dir aBackDir (gp_Vec (myCamStartOpCenter, myCamStartOpEye)); gp_Dir aXAxis (myCamStartOpUp.Crossed (aBackDir)); gp_Dir aYAxis (aBackDir.Crossed (aXAxis)); gp_Dir aZAxis (aXAxis.Crossed (aYAxis)); gp_Trsf aRot[3], aTrsf; aRot[0].SetRotation (gp_Ax1 (myCamStartOpCenter, aYAxis), -Ax); aRot[1].SetRotation (gp_Ax1 (myCamStartOpCenter, aXAxis), Ay); aRot[2].SetRotation (gp_Ax1 (myCamStartOpCenter, aZAxis), Az); aTrsf.Multiply (aRot[0]); aTrsf.Multiply (aRot[1]); aTrsf.Multiply (aRot[2]); myCamera->Transform (aTrsf); myCamera->EndUpdate(); AutoZFit(); ImmediateUpdate(); } /*----------------------------------------------------------------------*/ void V3d_View::Rotate(const Standard_Real ax, const Standard_Real ay, const Standard_Real az, const Standard_Real X, const Standard_Real Y, const Standard_Real Z, const Standard_Boolean Start) { Standard_Real Ax = ax ; Standard_Real Ay = ay ; Standard_Real Az = az ; if( Ax > 0. ) while ( Ax > DEUXPI ) Ax -= DEUXPI ; else if( Ax < 0. ) while ( Ax < -DEUXPI ) Ax += DEUXPI ; if( Ay > 0. ) while ( Ay > DEUXPI ) Ay -= DEUXPI ; else if( Ay < 0. ) while ( Ay < -DEUXPI ) Ay += DEUXPI ; if( Az > 0. ) while ( Az > DEUXPI ) Az -= DEUXPI ; else if( Az < 0. ) while ( Az < -DEUXPI ) Az += DEUXPI ; if (Start) { myGravityReferencePoint.SetCoord (X, Y, Z); myCamStartOpUp = myCamera->Up(); myCamStartOpEye = myCamera->Eye(); myCamStartOpCenter = myCamera->Center(); } const Graphic3d_Vertex& aVref = myGravityReferencePoint; myCamera->BeginUpdate(); myCamera->SetUp (myCamStartOpUp); myCamera->SetEye (myCamStartOpEye); myCamera->SetCenter (myCamStartOpCenter); // rotate camera around 3 initial axes gp_Pnt aRCenter (aVref.X(), aVref.Y(), aVref.Z()); gp_Dir aZAxis (myCamera->Direction().Reversed()); gp_Dir aYAxis (myCamera->Up()); gp_Dir aXAxis (aYAxis.Crossed (aZAxis)); gp_Trsf aRot[3], aTrsf; aRot[0].SetRotation (gp_Ax1 (aRCenter, aYAxis), -Ax); aRot[1].SetRotation (gp_Ax1 (aRCenter, aXAxis), Ay); aRot[2].SetRotation (gp_Ax1 (aRCenter, aZAxis), Az); aTrsf.Multiply (aRot[0]); aTrsf.Multiply (aRot[1]); aTrsf.Multiply (aRot[2]); myCamera->Transform (aTrsf); myCamera->EndUpdate(); AutoZFit(); ImmediateUpdate(); } /*----------------------------------------------------------------------*/ void V3d_View::Rotate(const V3d_TypeOfAxe Axe, const Standard_Real angle, const Standard_Boolean Start) { switch (Axe) { case V3d_X : Rotate(angle,0.,0.,Start); break ; case V3d_Y : Rotate(0.,angle,0.,Start); break ; case V3d_Z : Rotate(0.,0.,angle,Start); break ; } } /*----------------------------------------------------------------------*/ void V3d_View::Rotate(const V3d_TypeOfAxe Axe, const Standard_Real angle, const Standard_Real X, const Standard_Real Y, const Standard_Real Z, const Standard_Boolean Start) { Standard_Real Angle = angle ; if( Angle > 0. ) while ( Angle > DEUXPI ) Angle -= DEUXPI ; else if( Angle < 0. ) while ( Angle < -DEUXPI ) Angle += DEUXPI ; if (Start) { myGravityReferencePoint.SetCoord (X, Y, Z); myCamStartOpUp = myCamera->Up(); myCamStartOpEye = myCamera->Eye(); myCamStartOpCenter = myCamera->Center(); switch (Axe) { case V3d_X : myViewAxis.SetCoord(1.,0.,0.) ; break ; case V3d_Y : myViewAxis.SetCoord(0.,1.,0.) ; break ; case V3d_Z : myViewAxis.SetCoord(0.,0.,1.) ; break ; } myCamStartOpUp = myCamera->Up(); myCamStartOpEye = myCamera->Eye(); myCamStartOpCenter = myCamera->Center(); } const Graphic3d_Vertex& aVref = myGravityReferencePoint; myCamera->BeginUpdate(); myCamera->SetUp (myCamStartOpUp); myCamera->SetEye (myCamStartOpEye); myCamera->SetCenter (myCamStartOpCenter); // rotate camera around passed axis gp_Trsf aRotation; gp_Pnt aRCenter (aVref.X(), aVref.Y(), aVref.Z()); gp_Dir aRAxis ((Axe == V3d_X) ? 1.0 : 0.0, (Axe == V3d_Y) ? 1.0 : 0.0, (Axe == V3d_Z) ? 1.0 : 0.0); aRotation.SetRotation (gp_Ax1 (aRCenter, aRAxis), Angle); myCamera->Transform (aRotation); myCamera->EndUpdate(); AutoZFit(); ImmediateUpdate(); } /*----------------------------------------------------------------------*/ void V3d_View::Rotate(const Standard_Real angle, const Standard_Boolean Start) { Standard_Real Angle = angle; if( Angle > 0. ) while ( Angle > DEUXPI ) Angle -= DEUXPI ; else if( Angle < 0. ) while ( Angle < -DEUXPI ) Angle += DEUXPI ; if( Start ) { myCamStartOpUp = myCamera->Up(); myCamStartOpEye = myCamera->Eye(); myCamStartOpCenter = myCamera->Center(); } const Graphic3d_Vertex& aPnt = MyDefaultViewPoint; const Graphic3d_Vector& anAxis = MyDefaultViewAxis; myCamera->BeginUpdate(); myCamera->SetUp (myCamStartOpUp); myCamera->SetEye (myCamStartOpEye); myCamera->SetCenter (myCamStartOpCenter); gp_Trsf aRotation; gp_Pnt aRCenter (aPnt.X(), aPnt.Y(), aPnt.Z()); gp_Dir aRAxis (anAxis.X(), anAxis.Y(), anAxis.Z()); aRotation.SetRotation (gp_Ax1 (aRCenter, aRAxis), Angle); myCamera->Transform (aRotation); myCamera->EndUpdate(); AutoZFit(); ImmediateUpdate(); } /*----------------------------------------------------------------------*/ void V3d_View::Turn(const Standard_Real ax, const Standard_Real ay, const Standard_Real az, const Standard_Boolean Start) { Standard_Real Ax = ax; Standard_Real Ay = ay; Standard_Real Az = az; if( Ax > 0. ) while ( Ax > DEUXPI ) Ax -= DEUXPI ; else if( Ax < 0. ) while ( Ax < -DEUXPI ) Ax += DEUXPI ; if( Ay > 0. ) while ( Ay > DEUXPI ) Ay -= DEUXPI ; else if( Ay < 0. ) while ( Ay < -DEUXPI ) Ay += DEUXPI ; if( Az > 0. ) while ( Az > DEUXPI ) Az -= DEUXPI ; else if( Az < 0. ) while ( Az < -DEUXPI ) Az += DEUXPI ; if( Start ) { myCamStartOpUp = myCamera->Up(); myCamStartOpEye = myCamera->Eye(); myCamStartOpCenter = myCamera->Center(); } myCamera->BeginUpdate(); myCamera->SetUp (myCamStartOpUp); myCamera->SetEye (myCamStartOpEye); myCamera->SetCenter (myCamStartOpCenter); // rotate camera around 3 initial axes gp_Pnt aRCenter = myCamera->Eye(); gp_Dir aZAxis (myCamera->Direction().Reversed()); gp_Dir aYAxis (myCamera->Up()); gp_Dir aXAxis (aYAxis.Crossed (aZAxis)); gp_Trsf aRot[3], aTrsf; aRot[0].SetRotation (gp_Ax1 (aRCenter, aYAxis), -Ax); aRot[1].SetRotation (gp_Ax1 (aRCenter, aXAxis), Ay); aRot[2].SetRotation (gp_Ax1 (aRCenter, aZAxis), Az); aTrsf.Multiply (aRot[0]); aTrsf.Multiply (aRot[1]); aTrsf.Multiply (aRot[2]); myCamera->Transform (aTrsf); myCamera->EndUpdate(); AutoZFit(); ImmediateUpdate(); } /*----------------------------------------------------------------------*/ void V3d_View::Turn(const V3d_TypeOfAxe Axe, const Standard_Real angle, const Standard_Boolean Start) { switch (Axe) { case V3d_X : Turn(angle,0.,0.,Start); break ; case V3d_Y : Turn(0.,angle,0.,Start); break ; case V3d_Z : Turn(0.,0.,angle,Start); break ; } } void V3d_View::Turn(const Standard_Real angle, const Standard_Boolean Start) { Standard_Real Angle = angle ; if( Angle > 0. ) while ( Angle > DEUXPI ) Angle -= DEUXPI ; else if( Angle < 0. ) while ( Angle < -DEUXPI ) Angle += DEUXPI ; if( Start ) { myCamStartOpUp = myCamera->Up(); myCamStartOpEye = myCamera->Eye(); myCamStartOpCenter = myCamera->Center(); } myCamera->BeginUpdate(); myCamera->SetUp (myCamStartOpUp); myCamera->SetEye (myCamStartOpEye); myCamera->SetCenter (myCamStartOpCenter); const Graphic3d_Vector& anAxis = MyDefaultViewAxis; gp_Trsf aRotation; gp_Pnt aRCenter = myCamera->Eye(); gp_Dir aRAxis (anAxis.X(), anAxis.Y(), anAxis.Z()); aRotation.SetRotation (gp_Ax1 (aRCenter, aRAxis), Angle); myCamera->Transform (aRotation); myCamera->EndUpdate(); AutoZFit(); ImmediateUpdate(); } void V3d_View::SetTwist(const Standard_Real angle) { Standard_Real Angle = angle ; Standard_Boolean TheStatus; if( Angle > 0. ) while ( Angle > DEUXPI ) Angle -= DEUXPI ; else if( Angle < 0. ) while ( Angle < -DEUXPI ) Angle += DEUXPI ; gp_Dir aReferencePlane (myCamera->Direction().Reversed()); gp_Dir anUp; anUp = gp_Dir (0.0, 0.0, 1.0); TheStatus = ScreenAxis(aReferencePlane, anUp, myXscreenAxis,myYscreenAxis,myZscreenAxis) ; if( !TheStatus ) { anUp = gp_Dir (0.0, 1.0, 0.0); TheStatus = ScreenAxis(aReferencePlane, anUp, myXscreenAxis,myYscreenAxis,myZscreenAxis) ; } if( !TheStatus ) { anUp = gp_Dir (1.0, 0.0, 0.0); TheStatus = ScreenAxis(aReferencePlane, anUp, myXscreenAxis,myYscreenAxis,myZscreenAxis) ; } V3d_BadValue_Raise_if( !TheStatus,"V3d_ViewSetTwist, alignment of Eye,At,Up,"); gp_Pnt aRCenter = myCamera->Center(); gp_Dir aZAxis (myCamera->Direction().Reversed()); gp_Trsf aTrsf; aTrsf.SetRotation (gp_Ax1 (aRCenter, aZAxis), Angle); Standard_Real myYscreenAxisX, myYscreenAxisY, myYscreenAxisZ; myYscreenAxis.Coord (myYscreenAxisX, myYscreenAxisY, myYscreenAxisZ); myCamera->BeginUpdate(); myCamera->SetUp (gp_Dir (myYscreenAxisX, myYscreenAxisY, myYscreenAxisZ)); myCamera->Transform (aTrsf); myCamera->EndUpdate(); AutoZFit(); ImmediateUpdate(); } void V3d_View::SetAutoZFitMode (Standard_Boolean theMode) { myAutoZFitMode = theMode; } Standard_Boolean V3d_View::AutoZFitMode () const { return myAutoZFitMode; } void V3d_View::SetEye(const Standard_Real X,const Standard_Real Y,const Standard_Real Z) { Standard_Real Angle; Angle = Twist(); myCamera->SetEye (gp_Pnt (X, Y, Z)); Standard_Boolean update = myImmediateUpdate; myImmediateUpdate = Standard_False; SetTwist(Angle); AutoZFit(); myImmediateUpdate = update; ImmediateUpdate(); } void V3d_View::SetDepth(const Standard_Real Depth) { V3d_BadValue_Raise_if (Depth == 0. ,"V3d_View::SetDepth, bad depth"); if( Depth > 0. ) { // Move eye using center (target) as anchor. myCamera->SetDistance (Depth); } else { // Move the view ref point instead of the eye. gp_Vec aDir (myCamera->Direction()); gp_Pnt aCameraEye = myCamera->Eye(); gp_Pnt aCameraCenter = aCameraEye.Translated (aDir.Multiplied (Abs (Depth))); myCamera->SetCenter (aCameraCenter); } AutoZFit(); ImmediateUpdate(); } void V3d_View::SetProj( const Standard_Real Vx,const Standard_Real Vy, const Standard_Real Vz ) { Standard_Real Angle ; V3d_BadValue_Raise_if( Sqrt(Vx*Vx + Vy*Vy + Vz*Vz) <= 0., "V3d_View::SetProj, null projection vector"); Angle = Twist(); myCamera->SetDirection (gp_Dir (Vx, Vy, Vz).Reversed()); Standard_Boolean update = myImmediateUpdate; myImmediateUpdate = Standard_False; if( MyProjModel == V3d_TPM_SCREEN ) SetTwist(Angle) ; AutoZFit(); myImmediateUpdate = update; ImmediateUpdate(); } void V3d_View::SetProj( const V3d_TypeOfOrientation Orientation ) { Standard_Real Xpn=0; Standard_Real Ypn=0; Standard_Real Zpn=0; switch (Orientation) { case V3d_Zpos : Ypn = 1.; break; case V3d_Zneg : Ypn = -1.; break; default: Zpn = 1.; } const Graphic3d_Vector& aBck = V3d::GetProjAxis (Orientation); myCamera->BeginUpdate(); myCamera->SetCenter (gp_Pnt (0, 0, 0)); myCamera->SetDirection (gp_Dir (aBck.X(), aBck.Y(), aBck.Z()).Reversed()); myCamera->SetUp (gp_Dir (Xpn, Ypn, Zpn)); myCamera->EndUpdate(); AutoZFit(); ImmediateUpdate(); } void V3d_View::SetAt(const Standard_Real X,const Standard_Real Y,const Standard_Real Z) { Standard_Real Angle; Angle = Twist(); myCamera->SetCenter (gp_Pnt (X, Y, Z)); Standard_Boolean update = myImmediateUpdate; myImmediateUpdate = Standard_False; SetTwist(Angle) ; AutoZFit(); myImmediateUpdate = update; ImmediateUpdate(); } void V3d_View::SetUp(const Standard_Real Vx,const Standard_Real Vy,const Standard_Real Vz) { Standard_Boolean TheStatus ; V3d_BadValue_Raise_if( Sqrt(Vx*Vx + Vy*Vy + Vz*Vz) <= 0. , "V3d_View::SetUp, nullUp vector"); gp_Dir aReferencePlane (myCamera->Direction().Reversed()); gp_Dir anUp (Vx, Vy, Vz); TheStatus = ScreenAxis(aReferencePlane,anUp, myXscreenAxis,myYscreenAxis,myZscreenAxis) ; if( !TheStatus ) { anUp = gp_Dir (0.0, 0.0, 1.0); TheStatus = ScreenAxis(aReferencePlane,anUp, myXscreenAxis,myYscreenAxis,myZscreenAxis) ; } if( !TheStatus ) { anUp = gp_Dir (0.0, 1.0, 0.0); TheStatus = ScreenAxis(aReferencePlane,anUp, myXscreenAxis,myYscreenAxis,myZscreenAxis) ; } if( !TheStatus ) { anUp = gp_Dir (1.0, 0.0, 0.0); TheStatus = ScreenAxis(aReferencePlane,anUp, myXscreenAxis,myYscreenAxis,myZscreenAxis) ; } V3d_BadValue_Raise_if( !TheStatus,"V3d_View::Setup, alignment of Eye,At,Up"); Standard_Real myYscreenAxisX, myYscreenAxisY, myYscreenAxisZ; myYscreenAxis.Coord (myYscreenAxisX, myYscreenAxisY, myYscreenAxisZ); myCamera->BeginUpdate(); myCamera->SetUp (gp_Dir (myYscreenAxisX, myYscreenAxisY, myYscreenAxisZ)); AutoZFit(); myCamera->EndUpdate(); ImmediateUpdate(); } void V3d_View::SetUp( const V3d_TypeOfOrientation Orientation ) { Standard_Boolean TheStatus ; gp_Dir aReferencePlane (myCamera->Direction().Reversed()); gp_Dir anUp; const Graphic3d_Vector& aViewReferenceUp = V3d::GetProjAxis(Orientation) ; anUp = gp_Dir (aViewReferenceUp.X(), aViewReferenceUp.Y(), aViewReferenceUp.Z()); TheStatus = ScreenAxis(aReferencePlane,anUp, myXscreenAxis,myYscreenAxis,myZscreenAxis) ; if( !TheStatus ) { anUp = gp_Dir (0.,0.,1.); TheStatus = ScreenAxis(aReferencePlane,anUp, myXscreenAxis,myYscreenAxis,myZscreenAxis) ; } if( !TheStatus ) { anUp = gp_Dir (0.,1.,0.); TheStatus = ScreenAxis(aReferencePlane,anUp, myXscreenAxis,myYscreenAxis,myZscreenAxis) ; } if( !TheStatus ) { anUp = gp_Dir (1.,0.,0.); TheStatus = ScreenAxis(aReferencePlane,anUp, myXscreenAxis,myYscreenAxis,myZscreenAxis) ; } V3d_BadValue_Raise_if( !TheStatus, "V3d_View::SetUp, alignment of Eye,At,Up"); Standard_Real myYscreenAxisX, myYscreenAxisY, myYscreenAxisZ; myYscreenAxis.Coord (myYscreenAxisX, myYscreenAxisY, myYscreenAxisZ); myCamera->BeginUpdate(); myCamera->SetUp (gp_Dir (myYscreenAxisX, myYscreenAxisY, myYscreenAxisZ)); AutoZFit(); myCamera->EndUpdate(); ImmediateUpdate(); } void V3d_View::SetViewOrientationDefault() { MyView->SetViewOrientationDefault() ; ImmediateUpdate(); } void V3d_View::ResetViewOrientation() { MyView->ViewOrientationReset() ; ImmediateUpdate(); } void V3d_View::Reset( const Standard_Boolean update ) { Handle(Graphic3d_Camera) aDefaultCamera = MyView->DefaultCamera(); if (!aDefaultCamera.IsNull()) { myCamera->BeginUpdate(); myCamera->CopyMappingData (aDefaultCamera); myCamera->CopyOrientationData (aDefaultCamera); myCamera->EndUpdate(); } AutoZFit(); SwitchSetFront = Standard_False; if( !myImmediateUpdate && update ) Update(); } void V3d_View::Panning(const Standard_Real Dx, const Standard_Real Dy, const Quantity_Factor aZoomFactor, const Standard_Boolean Start) { V3d_BadValue_Raise_if( aZoomFactor <= 0.,"V3d_View::Panning, bad zoom factor"); if( Start ) { myCamStartOpEye = myCamera->Eye(); myCamStartOpCenter = myCamera->Center(); myCamProjectionShift = myCamera->ProjectionShift(); } myCamera->BeginUpdate(); myCamera->SetEye (myCamStartOpEye); myCamera->SetCenter (myCamStartOpCenter); myCamera->SetProjectionShift (myCamProjectionShift); PanCamera (-Dx, -Dy); gp_Pnt aViewDims = myCamera->ViewDimensions(); ZoomCamera (aViewDims.X() / aZoomFactor, aViewDims.Y() / aZoomFactor); myCamera->EndUpdate(); ImmediateUpdate(); } void V3d_View::SetCenter(const Standard_Integer X, const Standard_Integer Y) { Standard_Real x,y; Convert(X,Y,x,y); SetCenter(x,y); } void V3d_View::SetCenter(const Standard_Real Xc, const Standard_Real Yc) { myCamera->SetProjectionShift (gp_Pnt (-Xc, -Yc, 0.0)); ImmediateUpdate(); } void V3d_View::SetSize(const Standard_Real Size) { V3d_BadValue_Raise_if( Size <= 0., "V3d_View::SetSize, Window Size is NULL"); myCamera->BeginUpdate(); myCamera->SetScale (Size); AutoZFit(); myCamera->EndUpdate(); ImmediateUpdate(); } void V3d_View::SetZSize(const Standard_Real Size) { Standard_Real Zmax = Size/2.; Standard_Real aDistance = myCamera->Distance(); if( Size <= 0. ) { Zmax = aDistance; } Standard_Real Front = MyViewContext.ZClippingFrontPlane(); Standard_Real Back = MyViewContext.ZClippingBackPlane(); myCamera->SetZFar (Zmax + aDistance * 2.0); myCamera->SetZNear (-Zmax + aDistance); if (MyViewContext.FrontZClippingIsOn() || MyViewContext.BackZClippingIsOn()) { MyViewContext.SetZClippingFrontPlane (Front); MyViewContext.SetZClippingBackPlane (Back); MyView->SetContext (MyViewContext); } } void V3d_View::SetZoom(const Standard_Real Coef,const Standard_Boolean Start) { V3d_BadValue_Raise_if( Coef <= 0.,"V3d_View::SetZoom, bad coefficient"); if (Start) { myCamStartOpEye = myCamera->Eye(); myCamStartOpCenter = myCamera->Center(); } Standard_Real aViewWidth = myCamera->ViewDimensions().X(); Standard_Real aViewHeight = myCamera->ViewDimensions().Y(); // ensure that zoom will not be too small or too big Standard_Real coef = Coef; if (aViewWidth < coef * Precision::Confusion()) { coef = aViewWidth / Precision::Confusion(); } else if (aViewWidth > coef * 1e12) { coef = aViewWidth / 1e12; } if (aViewHeight < coef * Precision::Confusion()) { coef = aViewHeight / Precision::Confusion(); } else if (aViewHeight > coef * 1e12) { coef = aViewHeight / 1e12; } myCamera->BeginUpdate(); myCamera->SetEye (myCamStartOpEye); myCamera->SetCenter (myCamStartOpCenter); myCamera->SetScale (myCamera->Scale() / Coef); AutoZFit(); myCamera->EndUpdate(); ImmediateUpdate(); } void V3d_View::SetScale( const Standard_Real Coef ) { V3d_BadValue_Raise_if( Coef <= 0. ,"V3d_View::SetScale, bad coefficient"); Handle(Graphic3d_Camera) aDefaultCamera = MyView->DefaultCamera(); myCamera->BeginUpdate(); // Strange behavior for the sake of compatibility. if (!aDefaultCamera.IsNull()) { myCamera->SetAspect (aDefaultCamera->Aspect()); Standard_Real aDefaultScale = aDefaultCamera->Scale(); myCamera->SetScale (aDefaultScale / Coef); } else { myCamera->SetScale (myCamera->Scale() / Coef); } AutoZFit(); myCamera->EndUpdate(); ImmediateUpdate(); } void V3d_View::SetAxialScale( const Standard_Real Sx, const Standard_Real Sy, const Standard_Real Sz ) { V3d_BadValue_Raise_if( Sx <= 0. || Sy <= 0. || Sz <= 0.,"V3d_View::SetAxialScale, bad coefficient"); myCamera->BeginUpdate(); myCamera->SetAxialScale (gp_Pnt (Sx, Sy, Sz)); AutoZFit(); myCamera->EndUpdate(); } void V3d_View::FitAll(const Standard_Real Coef, const Standard_Boolean update) { Standard_Real Xmin, Ymin, Zmin, Xmax, Ymax, Zmax; // retrieve min / max values for current displayed objects MyView->MinMaxValues (Xmin, Ymin, Zmin, Xmax, Ymax, Zmax); Standard_Real LIM = ShortRealLast() - 1.0; if (Abs(Xmin) > LIM || Abs(Ymin) > LIM || Abs(Zmin) > LIM || Abs(Xmax) > LIM || Abs(Ymax) > LIM || Abs(Zmax) > LIM) { ImmediateUpdate(); return; } myCamera->BeginUpdate(); FitCamera (Xmin, Ymin, Zmin, Xmax, Ymax, Zmax); myCamera->SetScale (myCamera->Scale() * (1.0 + Coef)); AutoZFit(); myCamera->EndUpdate(); if (myImmediateUpdate || update) { Update(); } } //=============================================================================================== //function : AutoZFit //purpose : //=============================================================================================== void V3d_View::AutoZFit() { if (myAutoZFitMode) { ZFitAll(); } } void V3d_View::ZFitAll (const Standard_Real theCoeff) { V3d_BadValue_Raise_if (theCoeff <= 0.0, "V3d_View::ZFitAll, bad margin coefficient"); Standard_Real aMinMax[6]; MyView->MinMaxValues (aMinMax[0], aMinMax[1], aMinMax[2], aMinMax[3], aMinMax[4], aMinMax[5]); gp_Pnt aBMin = gp_Pnt (aMinMax[0], aMinMax[1], aMinMax[2]); gp_Pnt aBMax = gp_Pnt (aMinMax[3], aMinMax[4], aMinMax[5]); // check bounding box for validness Standard_Real aLim = (ShortRealLast() - 1.0); if (Abs (aBMin.X()) > aLim || Abs (aBMin.Y()) > aLim || Abs (aBMin.Z()) > aLim || Abs (aBMax.X()) > aLim || Abs (aBMax.Y()) > aLim || Abs (aBMax.Z()) > aLim) { SetZSize (0.0); ImmediateUpdate(); return; } // adapt bound points gp_Pnt aPnts[8] = { gp_Pnt (aBMin.X(), aBMin.Y(), aBMin.Z()), gp_Pnt (aBMin.X(), aBMin.Y(), aBMax.Z()), gp_Pnt (aBMin.X(), aBMax.Y(), aBMin.Z()), gp_Pnt (aBMin.X(), aBMax.Y(), aBMax.Z()), gp_Pnt (aBMax.X(), aBMin.Y(), aBMin.Z()), gp_Pnt (aBMax.X(), aBMin.Y(), aBMax.Z()), gp_Pnt (aBMax.X(), aBMax.Y(), aBMin.Z()), gp_Pnt (aBMax.X(), aBMax.Y(), aBMax.Z()) }; // camera Eye plane gp_Dir aDir = myCamera->Direction(); gp_Pnt anEye = myCamera->Eye(); gp_Pln aCamPln (anEye, aDir); Standard_Real aMinDist = RealLast() - 1; Standard_Real aMaxDist = RealFirst() + 1; gp_Pnt anAxialScale = myCamera->AxialScale(); // get minimum and maximum distances to the eye plane for (Standard_Integer aPntIt = 0; aPntIt < 8; ++aPntIt) { gp_Pnt aPnt = aPnts[aPntIt]; aPnt = gp_Pnt (aPnt.X() * anAxialScale.X(), aPnt.Y() * anAxialScale.Y(), aPnt.Z() * anAxialScale.Z()); Standard_Real aDistance = aCamPln.Distance (aPnt); // check if the camera is intruded into the scene if (aDir.IsOpposite (gp_Vec (anEye, aPnt), M_PI * 0.5)) { aDistance *= -1; } aMinDist = Min (aDistance, aMinDist); aMaxDist = Max (aDistance, aMaxDist); } // compute depth of bounding box center Standard_Real aMidDepth = (aMinDist + aMaxDist) * 0.5; Standard_Real aHalfDepth = (aMaxDist - aMinDist) * 0.5; // compute enlarged or shrank near and far z ranges. Standard_Real aZNear = aMidDepth - aHalfDepth * theCoeff; Standard_Real aZFar = aMidDepth + aHalfDepth * theCoeff; myCamera->BeginUpdate(); if (myCamera->IsOrthographic()) { myCamera->SetZFar (myCamera->Distance() * 3.0); myCamera->SetZNear (0.0); if (aZNear < 0.0) { myCamera->SetDistance (myCamera->Distance() - (aZNear + myCamera->ZNear()) + 10.0); } } else { myCamera->SetZFar (aZFar); myCamera->SetZNear (aZNear); } myCamera->EndUpdate(); ImmediateUpdate(); } // Better to use ZFitAll instead. void V3d_View::DepthFitAll(const Quantity_Coefficient Aspect, const Quantity_Coefficient Margin) { Standard_Real Xmin,Ymin,Zmin,Xmax,Ymax,Zmax,U,V,W,U1,V1,W1 ; Standard_Real Umin,Vmin,Wmin,Umax,Vmax,Wmax ; Standard_Real Dx,Dy,Dz,Size; Standard_Integer Nstruct = MyView->NumberOfDisplayedStructures() ; if((Nstruct <= 0) || (Aspect < 0.) || (Margin < 0.) || (Margin > 1.)) { ImmediateUpdate(); return ; } MyView->MinMaxValues(Xmin,Ymin,Zmin,Xmax,Ymax,Zmax) ; Standard_Real LIM = ShortRealLast() -1.; if (Abs(Xmin) > LIM || Abs(Ymin) > LIM || Abs(Zmin) > LIM || Abs(Xmax) > LIM || Abs(Ymax) > LIM || Abs(Zmax) > LIM ) { ImmediateUpdate(); return ; } if (Xmin == Xmax && Ymin == Ymax && Zmin == Zmax) { ImmediateUpdate(); return ; } MyView->Projects(Xmin,Ymin,Zmin,U,V,W) ; MyView->Projects(Xmax,Ymax,Zmax,U1,V1,W1) ; Umin = Min(U,U1) ; Umax = Max(U,U1) ; Vmin = Min(V,V1) ; Vmax = Max(V,V1) ; Wmin = Min(W,W1) ; Wmax = Max(W,W1) ; MyView->Projects(Xmin,Ymin,Zmax,U,V,W) ; Umin = Min(U,Umin) ; Umax = Max(U,Umax) ; Vmin = Min(V,Vmin) ; Vmax = Max(V,Vmax) ; Wmin = Min(W,Wmin) ; Wmax = Max(W,Wmax) ; MyView->Projects(Xmax,Ymin,Zmax,U,V,W) ; Umin = Min(U,Umin) ; Umax = Max(U,Umax) ; Vmin = Min(V,Vmin) ; Vmax = Max(V,Vmax) ; Wmin = Min(W,Wmin) ; Wmax = Max(W,Wmax) ; MyView->Projects(Xmax,Ymin,Zmin,U,V,W) ; Umin = Min(U,Umin) ; Umax = Max(U,Umax) ; Vmin = Min(V,Vmin) ; Vmax = Max(V,Vmax) ; Wmin = Min(W,Wmin) ; Wmax = Max(W,Wmax) ; MyView->Projects(Xmax,Ymax,Zmin,U,V,W) ; Umin = Min(U,Umin) ; Umax = Max(U,Umax) ; Vmin = Min(V,Vmin) ; Vmax = Max(V,Vmax) ; Wmin = Min(W,Wmin) ; Wmax = Max(W,Wmax) ; MyView->Projects(Xmin,Ymax,Zmax,U,V,W) ; Umin = Min(U,Umin) ; Umax = Max(U,Umax) ; Vmin = Min(V,Vmin) ; Vmax = Max(V,Vmax) ; Wmin = Min(W,Wmin) ; Wmax = Max(W,Wmax) ; MyView->Projects(Xmin,Ymax,Zmin,U,V,W) ; Umin = Min(U,Umin) ; Umax = Max(U,Umax) ; Vmin = Min(V,Vmin) ; Vmax = Max(V,Vmax) ; Wmin = Min(W,Wmin) ; Wmax = Max(W,Wmax) ; // Adjust Z size Wmax = Max(Abs(Wmin),Abs(Wmax)) ; Dz = 2.*Wmax + Margin * Wmax; // Compute depth value Dx = Abs(Umax - Umin) ; Dy = Abs(Vmax - Vmin) ; // Dz = Abs(Wmax - Wmin); Dx += Margin * Dx; Dy += Margin * Dy; Size = Sqrt(Dx*Dx + Dy*Dy + Dz*Dz); if( Size > 0. ) { SetZSize(Size) ; SetDepth( Aspect * Size / 2.); } ImmediateUpdate(); } void V3d_View::FitAll(const Standard_Real Xmin, const Standard_Real Ymin, const Standard_Real Xmax, const Standard_Real Ymax) { FitAll(MyWindow,Xmin,Ymin,Xmax,Ymax); ImmediateUpdate(); } void V3d_View::WindowFitAll(const Standard_Integer Xmin, const Standard_Integer Ymin, const Standard_Integer Xmax, const Standard_Integer Ymax) { WindowFit(Xmin,Ymin,Xmax,Ymax); } void V3d_View::WindowFit(const Standard_Integer Xmin, const Standard_Integer Ymin, const Standard_Integer Xmax, const Standard_Integer Ymax) { if (!myCamera->IsOrthographic()) { // normalize view coordiantes Standard_Integer aWinWidth, aWinHeight; MyWindow->Size (aWinWidth, aWinHeight); // z coordinate of camera center Standard_Real aDepth = myCamera->Project (myCamera->Center()).Z(); // camera projection coordinate are in NDC which are normalized [-1, 1] Standard_Real aUMin = (2.0 / aWinWidth) * Xmin - 1.0; Standard_Real aUMax = (2.0 / aWinWidth) * Xmax - 1.0; Standard_Real aVMin = (2.0 / aWinHeight) * Ymin - 1.0; Standard_Real aVMax = (2.0 / aWinHeight) * Ymax - 1.0; // compute camera panning gp_Pnt aScreenCenter (0.0, 0.0, aDepth); gp_Pnt aFitCenter ((aUMin + aUMax) * 0.5, (aVMin + aVMax) * 0.5, aDepth); gp_Pnt aPanTo = myCamera->ConvertProj2View (aFitCenter); gp_Pnt aPanFrom = myCamera->ConvertProj2View (aScreenCenter); gp_Vec aPanVec (aPanFrom, aPanTo); gp_Pnt a1 (aUMin, aVMin, 0.0); gp_Pnt a2 (aUMax, aVMax, 0.0); gp_Pnt ap1 = myCamera->ConvertProj2View (a1); gp_Pnt ap2 = myCamera->ConvertProj2View (a2); // compute section size gp_Pnt aFitTopRight (aUMax, aVMax, aDepth); gp_Pnt aFitBotLeft (aUMin, aVMin, aDepth); gp_Pnt aViewBotLeft = myCamera->ConvertProj2View (aFitBotLeft); gp_Pnt aViewTopRight = myCamera->ConvertProj2View (aFitTopRight); Standard_Real aUSize = aViewTopRight.X() - aViewBotLeft.X(); Standard_Real aVSize = aViewTopRight.Y() - aViewBotLeft.Y(); myCamera->BeginUpdate(); PanCamera (aPanVec.X(), -aPanVec.Y()); ZoomCamera (aUSize, aVSize); AutoZFit(); myCamera->EndUpdate(); } else { Standard_Real x1,y1,x2,y2; Convert(Xmin,Ymin,x1,y1); Convert(Xmax,Ymax,x2,y2); FitAll(x1,y1,x2,y2); } } void V3d_View::SetViewMappingDefault() { MyView->SetViewMappingDefault(); ImmediateUpdate(); } void V3d_View::ResetViewMapping() { MyView->ViewMappingReset(); Update(); } void V3d_View::ConvertToGrid(const Standard_Integer Xp, const Standard_Integer Yp, Standard_Real& Xg, Standard_Real& Yg, Standard_Real& Zg) const { Graphic3d_Vertex aVrp; Standard_Real anX, anY, aZ; Convert (Xp, Yp, anX, anY, aZ); aVrp.SetCoord (anX, anY, aZ); if( MyViewer->Grid()->IsActive() ) { Graphic3d_Vertex aNewVrp = Compute (aVrp) ; aNewVrp.Coord (Xg,Yg,Zg) ; } else aVrp.Coord (Xg,Yg,Zg) ; } void V3d_View::ConvertToGrid(const Standard_Real X, const Standard_Real Y, const Standard_Real Z, Standard_Real& Xg, Standard_Real& Yg, Standard_Real& Zg) const { if( MyViewer->Grid()->IsActive() ) { Graphic3d_Vertex aVrp (X,Y,Z) ; Graphic3d_Vertex aNewVrp = Compute (aVrp) ; aNewVrp.Coord(Xg,Yg,Zg) ; } else { Xg = X; Yg = Y; Zg = Z; } } Standard_Real V3d_View::Convert(const Standard_Integer Vp) const { Standard_Integer aDxw, aDyw ; V3d_UnMapped_Raise_if (!MyView->IsDefined(), "view has no window"); MyWindow->Size (aDxw, aDyw); Standard_Real aValue; gp_Pnt aViewDims = myCamera->ViewDimensions(); aValue = aViewDims.X() * (Standard_Real)Vp / (Standard_Real)aDxw; return aValue; } void V3d_View::Convert(const Standard_Integer Xp, const Standard_Integer Yp, Standard_Real& Xv, Standard_Real& Yv) const { Standard_Integer aDxw, aDyw; V3d_UnMapped_Raise_if (!MyView->IsDefined(), "view has no window"); MyWindow->Size (aDxw, aDyw); gp_Pnt aPoint (Xp * 2.0 / aDxw - 1.0, (aDyw - Yp) * 2.0 / aDyw - 1.0, 0.0); aPoint = myCamera->ConvertProj2View (aPoint); Xv = aPoint.X(); Yv = aPoint.Y(); } Standard_Integer V3d_View::Convert(const Standard_Real Vv) const { V3d_UnMapped_Raise_if (!MyView->IsDefined(), "view has no window"); Standard_Integer aDxw, aDyw; MyWindow->Size (aDxw, aDyw); gp_Pnt aViewDims = myCamera->ViewDimensions(); Standard_Integer aValue = RealToInt (aDxw * Vv / (aViewDims.X())); return aValue; } void V3d_View::Convert(const Standard_Real Xv, const Standard_Real Yv, Standard_Integer& Xp, Standard_Integer& Yp) const { V3d_UnMapped_Raise_if (!MyView->IsDefined(), "view has no window"); Standard_Integer aDxw, aDyw; MyWindow->Size (aDxw, aDyw); gp_Pnt aPoint (Xv, Yv, 0.0); aPoint = myCamera->ConvertView2Proj (aPoint); aPoint = gp_Pnt ((aPoint.X() + 1.0) * aDxw / 2.0, aDyw - (aPoint.Y() + 1.0) * aDyw / 2.0, 0.0); Xp = RealToInt (aPoint.X()); Yp = RealToInt (aPoint.Y()); } void V3d_View::Convert(const Standard_Integer Xp, const Standard_Integer Yp, Standard_Real& X, Standard_Real& Y, Standard_Real& Z) const { V3d_UnMapped_Raise_if (!MyView->IsDefined(), "view has no window"); Standard_Integer aHeight, aWidth; MyWindow->Size (aWidth, aHeight); Standard_Real anX = 2.0 * Xp / aWidth - 1.0; Standard_Real anY = 2.0 * (aHeight - 1 - Yp) / aHeight - 1.0; Standard_Real aZ = 2.0 * 0.0 - 1.0; gp_Pnt aResult = myCamera->UnProject (gp_Pnt (anX, anY, aZ)); X = aResult.X(); Y = aResult.Y(); Z = aResult.Z(); Graphic3d_Vertex aVrp; aVrp.SetCoord (X, Y, Z); if( MyViewer->Grid()->IsActive() ) { Graphic3d_Vertex aNewVrp = Compute (aVrp) ; aNewVrp.Coord (X, Y, Z) ; } } void V3d_View::ConvertWithProj(const Standard_Integer Xp, const Standard_Integer Yp, Standard_Real& X, Standard_Real& Y, Standard_Real& Z, Standard_Real& Dx, Standard_Real& Dy, Standard_Real& Dz) const { V3d_UnMapped_Raise_if( !MyView->IsDefined(), "view has no window"); Standard_Integer aHeight, aWidth; MyWindow->Size (aWidth, aHeight); Standard_Real anX = 2.0 * Xp / aWidth - 1.0; Standard_Real anY = 2.0 * (aHeight - 1 - Yp) / aHeight - 1.0; Standard_Real aZ = 2.0 * 0.0 - 1.0; gp_Pnt aResult = myCamera->UnProject (gp_Pnt (anX, anY, aZ)); X = aResult.X(); Y = aResult.Y(); Z = aResult.Z(); Graphic3d_Vertex aVrp; aVrp.SetCoord (X, Y, Z); aResult = myCamera->UnProject (gp_Pnt (anX, anY, aZ - 10.0)); Dx = X - aResult.X(); Dy = Y - aResult.Y(); Dz = Z - aResult.Z(); if( MyViewer->Grid()->IsActive() ) { Graphic3d_Vertex aNewVrp = Compute (aVrp) ; aNewVrp.Coord (X, Y, Z) ; } } void V3d_View::Convert(const Standard_Real X, const Standard_Real Y, const Standard_Real Z, Standard_Integer& Xp, Standard_Integer& Yp) const { V3d_UnMapped_Raise_if( !MyView->IsDefined(), "view has no window"); Standard_Integer aHeight, aWidth; MyWindow->Size (aWidth, aHeight); gp_Pnt aPoint = myCamera->Project (gp_Pnt (X, Y, Z)); Xp = RealToInt ((aPoint.X() + 1) * 0.5 * aWidth); Yp = RealToInt ((aPoint.Y() + 1) * 0.5 * aHeight); } void V3d_View::Project(const Standard_Real X, const Standard_Real Y, const Standard_Real Z, Standard_Real &Xp, Standard_Real &Yp) const { Standard_Real Zp; MyView->Projects (X, Y, Z, Xp, Yp, Zp); } void V3d_View::BackgroundColor(const Quantity_TypeOfColor Type,Standard_Real& V1, Standard_Real& V2, Standard_Real& V3) const { Quantity_Color C = BackgroundColor() ; C.Values(V1,V2,V3,Type) ; } Quantity_Color V3d_View::BackgroundColor() const { return MyBackground.Color() ; } void V3d_View::GradientBackgroundColors(Quantity_Color& Color1,Quantity_Color& Color2) const { MyGradientBackground.Colors(Color1, Color2); } Aspect_GradientBackground V3d_View::GradientBackground() const { return MyGradientBackground; } Standard_Real V3d_View::Scale() const { Handle(Graphic3d_Camera) aDefaultCamera = MyView->DefaultCamera(); Standard_Real aCameraScale; // Strange behavior for the sake of compatibility. if (!aDefaultCamera.IsNull()) { Standard_Real aDefaultScale = aDefaultCamera->Scale(); aCameraScale = aDefaultScale / myCamera->Scale(); } else { aCameraScale = myCamera->Scale(); } return aCameraScale; } void V3d_View::AxialScale(Standard_Real& Sx, Standard_Real& Sy, Standard_Real& Sz) const { gp_Pnt anAxialScale = myCamera->AxialScale(); Sx = anAxialScale.X(); Sy = anAxialScale.Y(); Sz = anAxialScale.Z(); } void V3d_View::Center(Standard_Real& Xc, Standard_Real& Yc) const { gp_Pnt aCamProjShift = myCamera->ProjectionShift(); Xc = -aCamProjShift.X(); Yc = -aCamProjShift.Y(); } void V3d_View::Size(Standard_Real& Width, Standard_Real& Height) const { gp_Pnt aViewDims = myCamera->ViewDimensions(); Width = aViewDims.X(); Height = aViewDims.Y(); } Standard_Real V3d_View::ZSize() const { gp_Pnt aViewDims = myCamera->ViewDimensions(); return aViewDims.Z(); } Standard_Integer V3d_View::MinMax(Standard_Real& Umin, Standard_Real& Vmin, Standard_Real& Umax, Standard_Real& Vmax) const { Standard_Real Wmin,Wmax,U,V,W ; Standard_Real Xmin,Ymin,Zmin,Xmax,Ymax,Zmax ; // CAL 6/11/98 Standard_Integer Nstruct = MyView->NumberOfDisplayedStructures() ; if( Nstruct ) { MyView->MinMaxValues(Xmin,Ymin,Zmin,Xmax,Ymax,Zmax) ; MyView->Projects(Xmin,Ymin,Zmin,Umin,Vmin,Wmin) ; MyView->Projects(Xmax,Ymax,Zmax,Umax,Vmax,Wmax) ; MyView->Projects(Xmin,Ymin,Zmax,U,V,W) ; Umin = Min(U,Umin) ; Umax = Max(U,Umax) ; Vmin = Min(V,Vmin) ; Vmax = Max(V,Vmax) ; Wmin = Min(W,Wmin) ; Wmax = Max(W,Wmax) ; MyView->Projects(Xmax,Ymin,Zmax,U,V,W) ; Umin = Min(U,Umin) ; Umax = Max(U,Umax) ; Vmin = Min(V,Vmin) ; Vmax = Max(V,Vmax) ; Wmin = Min(W,Wmin) ; Wmax = Max(W,Wmax) ; MyView->Projects(Xmax,Ymin,Zmin,U,V,W) ; Umin = Min(U,Umin) ; Umax = Max(U,Umax) ; Vmin = Min(V,Vmin) ; Vmax = Max(V,Vmax) ; Wmin = Min(W,Wmin) ; Wmax = Max(W,Wmax) ; MyView->Projects(Xmax,Ymax,Zmin,U,V,W) ; Umin = Min(U,Umin) ; Umax = Max(U,Umax) ; Vmin = Min(V,Vmin) ; Vmax = Max(V,Vmax) ; Wmin = Min(W,Wmin) ; Wmax = Max(W,Wmax) ; MyView->Projects(Xmin,Ymax,Zmax,U,V,W) ; Umin = Min(U,Umin) ; Umax = Max(U,Umax) ; Vmin = Min(V,Vmin) ; Vmax = Max(V,Vmax) ; Wmin = Min(W,Wmin) ; Wmax = Max(W,Wmax) ; MyView->Projects(Xmin,Ymax,Zmin,U,V,W) ; Umin = Min(U,Umin) ; Umax = Max(U,Umax) ; Vmin = Min(V,Vmin) ; Vmax = Max(V,Vmax) ; Wmin = Min(W,Wmin) ; Wmax = Max(W,Wmax) ; } return Nstruct ; } Standard_Integer V3d_View::MinMax(Standard_Real& Xmin, Standard_Real& Ymin, Standard_Real& Zmin, Standard_Real& Xmax, Standard_Real& Ymax, Standard_Real& Zmax) const { // CAL 6/11/98 // Standard_Integer Nstruct = (MyView->DisplayedStructures())->Extent() ; Standard_Integer Nstruct = MyView->NumberOfDisplayedStructures() ; if( Nstruct ) { MyView->MinMaxValues(Xmin,Ymin,Zmin,Xmax,Ymax,Zmax) ; } return Nstruct ; } Standard_Integer V3d_View::Gravity(Standard_Real& X, Standard_Real& Y, Standard_Real& Z) const { Standard_Real Xmin,Ymin,Zmin,Xmax,Ymax,Zmax; Standard_Integer Nstruct,Npoint ; Graphic3d_MapOfStructure MySetOfStructures; MyView->DisplayedStructures (MySetOfStructures); Nstruct = MySetOfStructures.Extent() ; Graphic3d_MapIteratorOfMapOfStructure MyIterator(MySetOfStructures) ; Npoint = 0 ; X = Y = Z = 0. ; for (; MyIterator.More(); MyIterator.Next()) { const Handle(Graphic3d_Structure)& aStruct = MyIterator.Key(); if (!aStruct->IsEmpty()) { aStruct->MinMaxValues (Xmin, Ymin, Zmin, Xmax, Ymax, Zmax); // use camera projection to find gravity point gp_Pnt aPnts[8] = { gp_Pnt (Xmin, Ymin, Zmin), gp_Pnt (Xmin, Ymin, Zmax), gp_Pnt (Xmin, Ymax, Zmin), gp_Pnt (Xmin, Ymax, Zmax), gp_Pnt (Xmax, Ymin, Zmin), gp_Pnt (Xmax, Ymin, Zmax), gp_Pnt (Xmax, Ymax, Zmin), gp_Pnt (Xmax, Ymax, Zmax) }; for (Standard_Integer aPntIt = 0; aPntIt < 8; ++aPntIt) { const gp_Pnt& aBndPnt = aPnts[aPntIt]; gp_Pnt aProjected = myCamera->Project (aBndPnt); const Standard_Real& U = aProjected.X(); const Standard_Real& V = aProjected.Y(); if (Abs(U) <= 1.0 && Abs(V) <= 1.0) { Npoint++; X += aBndPnt.X(); Y += aBndPnt.Y(); Z += aBndPnt.Z(); } } } } if( Npoint > 0 ) { X /= Npoint ; Y /= Npoint ; Z /= Npoint ; } return Nstruct ; } void V3d_View::Eye(Standard_Real& X, Standard_Real& Y, Standard_Real& Z) const { gp_Pnt aCameraEye = myCamera->Eye(); X = aCameraEye.X(); Y = aCameraEye.Y(); Z = aCameraEye.Z(); } void V3d_View::FocalReferencePoint(Standard_Real& X, Standard_Real& Y,Standard_Real& Z) const { Eye (X,Y,Z); } void V3d_View::ProjReferenceAxe(const Standard_Integer Xpix, const Standard_Integer Ypix, Standard_Real& XP, Standard_Real& YP, Standard_Real& ZP, Standard_Real& VX, Standard_Real& VY, Standard_Real& VZ) const { Standard_Real Xo,Yo,Zo; Convert (Xpix, Ypix, XP, YP, ZP); if ( Type() == V3d_PERSPECTIVE ) { FocalReferencePoint (Xo,Yo,Zo); VX = Xo - XP; VY = Yo - YP; VZ = Zo - ZP; } else { Proj (VX,VY,VZ); } } Standard_Real V3d_View::Depth() const { return myCamera->Distance(); } void V3d_View::Proj(Standard_Real& Dx, Standard_Real& Dy, Standard_Real& Dz) const { gp_Dir aCameraDir = myCamera->Direction().Reversed(); Dx = aCameraDir.X(); Dy = aCameraDir.Y(); Dz = aCameraDir.Z(); } void V3d_View::At(Standard_Real& X, Standard_Real& Y, Standard_Real& Z) const { gp_Pnt aCameraCenter = myCamera->Center(); X = aCameraCenter.X(); Y = aCameraCenter.Y(); Z = aCameraCenter.Z(); } void V3d_View::Up(Standard_Real& Vx, Standard_Real& Vy, Standard_Real& Vz) const { gp_Dir aCameraUp = myCamera->Up(); Vx = aCameraUp.X(); Vy = aCameraUp.Y(); Vz = aCameraUp.Z(); } Standard_Real V3d_View::Twist() const { Standard_Real Xup,Yup,Zup,Xpn,Ypn,Zpn,X0,Y0,Z0 ; Standard_Real pvx,pvy,pvz,pvn,sca,angle ; Graphic3d_Vector Xaxis,Yaxis,Zaxis ; Standard_Boolean TheStatus ; gp_Dir aReferencePlane (myCamera->Direction().Reversed()); gp_Dir anUp; Proj(Xpn,Ypn,Zpn); anUp = gp_Dir (0.,0.,1.) ; TheStatus = ScreenAxis (aReferencePlane, anUp,Xaxis,Yaxis,Zaxis) ; if( !TheStatus ) { anUp = gp_Dir (0.,1.,0.) ; TheStatus = ScreenAxis (aReferencePlane, anUp,Xaxis,Yaxis,Zaxis) ; } if( !TheStatus ) { anUp = gp_Dir (1.,0.,0.) ; TheStatus = ScreenAxis (aReferencePlane, anUp,Xaxis,Yaxis,Zaxis) ; } Yaxis.Coord(X0,Y0,Z0) ; Up(Xup,Yup,Zup) ; /* Compute Cross Vector From Up & Origin */ pvx = Y0*Zup - Z0*Yup ; pvy = Z0*Xup - X0*Zup ; pvz = X0*Yup - Y0*Xup ; pvn = pvx*pvx + pvy*pvy + pvz*pvz ; sca = X0*Xup + Y0*Yup + Z0*Zup ; /* Compute Angle */ angle = Sqrt(pvn) ; if( angle > 1. ) angle = 1. ; else if( angle < -1. ) angle = -1. ; angle = asin(angle) ; if( sca < 0. ) angle = M_PI - angle ; if( angle > 0. && angle < M_PI ) { sca = pvx*Xpn + pvy*Ypn + pvz*Zpn ; if( sca < 0. ) angle = DEUXPI - angle ; } return angle ; } V3d_TypeOfShadingModel V3d_View::ShadingModel() const { V3d_TypeOfShadingModel SM = (V3d_TypeOfShadingModel)MyViewContext.Model() ; return SM ; } V3d_TypeOfSurfaceDetail V3d_View::SurfaceDetail() const { V3d_TypeOfSurfaceDetail SM = (V3d_TypeOfSurfaceDetail)MyViewContext.SurfaceDetail() ; return SM ; } Handle_Graphic3d_TextureEnv V3d_View::TextureEnv() const { Handle(Graphic3d_TextureEnv) SM = MyViewContext.TextureEnv() ; return SM ; } V3d_TypeOfVisualization V3d_View::Visualization() const { V3d_TypeOfVisualization V = (V3d_TypeOfVisualization)MyViewContext.Visualization() ; return V ; } Standard_Boolean V3d_View::Antialiasing() const { Standard_Boolean A = MyViewContext.AliasingIsOn() ; return A ; } Handle(V3d_Viewer) V3d_View::Viewer() const { return MyViewer ; } Standard_Boolean V3d_View::IfWindow() const { Standard_Boolean TheStatus = MyView->IsDefined() ; return TheStatus ; } Handle(Aspect_Window) V3d_View::Window() const { return MyWindow; } V3d_TypeOfView V3d_View::Type() const { return myCamera->IsOrthographic() ? V3d_ORTHOGRAPHIC : V3d_PERSPECTIVE; } void V3d_View::SetFocale( const Standard_Real focale ) { if (myCamera->IsOrthographic()) { return; } Standard_Real aFOVyRad = ATan (focale / (myCamera->Distance() * 2.0)); myCamera->SetFOVy (aFOVyRad * (360 / M_PI)); ImmediateUpdate(); } Standard_Real V3d_View::Focale() const { if (myCamera->IsOrthographic()) { return 0.0; } return myCamera->Distance() * 2.0 * Tan(myCamera->FOVy() * M_PI / 360.0); } void V3d_View::SetViewingVolume(const Standard_Real Left, const Standard_Real Right, const Standard_Real Bottom, const Standard_Real Top, const Standard_Real ZNear, const Standard_Real ZFar) { V3d_BadValue_Raise_if (ZNear >= ZFar, "V3d_View::SetVolume, bad distances"); myCamera->BeginUpdate(); myCamera->SetZFar (ZFar); myCamera->SetZNear (ZNear); myCamera->SetScale (Top - Bottom); myCamera->SetAspect ((Right - Left) / (Top - Bottom)); gp_Pnt aCameraProjShift (-(Left + Right) / 2.0, -(Bottom + Top) / 2.0, 0.0); myCamera->SetProjectionShift (aCameraProjShift); if (myCamera->IsOrthographic()) { myCamera->SetDistance (Abs (ZNear)); } AutoZFit(); myCamera->EndUpdate(); ImmediateUpdate(); } Handle(Visual3d_View) V3d_View::View() const { return MyView ; } Standard_Boolean V3d_View::ScreenAxis( const gp_Dir &Vpn, const gp_Dir &Vup, Graphic3d_Vector &Xaxe, Graphic3d_Vector &Yaxe, Graphic3d_Vector &Zaxe) { Standard_Real Xpn, Ypn, Zpn, Xup, Yup, Zup; Standard_Real dx1, dy1, dz1, xx, yy, zz; Xpn = Vpn.X(); Ypn = Vpn.Y(); Zpn = Vpn.Z(); Xup = Vup.X(); Yup = Vup.Y(); Zup = Vup.Z(); xx = Yup*Zpn - Zup*Ypn; yy = Zup*Xpn - Xup*Zpn; zz = Xup*Ypn - Yup*Xpn; Xaxe.SetCoord (xx, yy, zz); if (Xaxe.LengthZero()) return Standard_False; Xaxe.Normalize(); Xaxe.Coord(dx1, dy1, dz1); xx = Ypn*dz1 - Zpn*dy1; yy = Zpn*dx1 - Xpn*dz1; zz = Xpn*dy1 - Ypn*dx1; Yaxe.SetCoord (xx, yy, zz) ; if (Yaxe.LengthZero()) return Standard_False; Yaxe.Normalize(); Zaxe.SetCoord (Xpn, Ypn, Zpn); Zaxe.Normalize(); return Standard_True; } Graphic3d_Vertex V3d_View::TrsPoint( const Graphic3d_Vertex &P, const TColStd_Array2OfReal &Matrix ) { Graphic3d_Vertex PP ; Standard_Real X,Y,Z,XX,YY,ZZ ; // CAL. S3892 Standard_Integer lr, ur, lc, uc; lr = Matrix.LowerRow (); ur = Matrix.UpperRow (); lc = Matrix.LowerCol (); uc = Matrix.UpperCol (); if ((ur - lr + 1 != 4) || (uc - lc + 1 != 4) ) { P.Coord(X,Y,Z) ; PP.SetCoord(X,Y,Z) ; return PP ; } P.Coord(X,Y,Z) ; XX = (Matrix(lr,lc+3) + X*Matrix(lr,lc) + Y*Matrix(lr,lc+1)+ Z*Matrix(lr,lc+2))/Matrix(lr+3,lc+3) ; YY = (Matrix(lr+1,lc+3) + X*Matrix(lr+1,lc) + Y*Matrix(lr+1,lc+1) + Z*Matrix(lr+1,lc+2))/Matrix(lr+3,lc+3) ; ZZ = (Matrix(lr+2,lc+3) + X*Matrix(lr+2,lc) + Y*Matrix(lr+2,lc+1) + Z*Matrix(lr+2,lc+2))/Matrix(lr+3,lc+3) ; PP.SetCoord(XX,YY,ZZ) ; return PP ; } void V3d_View::Pan(const Standard_Integer Dx, const Standard_Integer Dy,const Quantity_Factor aZoomFactor) { Panning (Convert(Dx), Convert(Dy), aZoomFactor, Standard_True); } void V3d_View::Zoom (const Standard_Integer X1, const Standard_Integer Y1, const Standard_Integer X2, const Standard_Integer Y2) { Standard_Real dx = Standard_Real (X2-X1); Standard_Real dy = Standard_Real (Y2-Y1); if ( dx != 0. || dy != 0. ) { Standard_Real dzoom = Sqrt(dx*dx + dy*dy) / 100. + 1; dzoom = (dx > 0) ? dzoom : 1./dzoom; SetZoom(dzoom, Standard_True); } } void V3d_View::Zoom (const Standard_Integer X1, const Standard_Integer Y1) { Standard_Real x,y; Center(x,y); Standard_Integer ix,iy; Convert(x,y,ix,iy); Zoom(ix,iy,X1,Y1); } // Defines the point (pixel) of zooming (for the method ZoomAtPoint()). void V3d_View::StartZoomAtPoint(const Standard_Integer xpix, const Standard_Integer ypix) { MyZoomAtPointX = xpix; MyZoomAtPointY = ypix; } // Zooms the model at a pixel defined by the method StartZoomAtPoint(). void V3d_View::ZoomAtPoint(const Standard_Integer mouseStartX, const Standard_Integer mouseStartY, const Standard_Integer mouseEndX, const Standard_Integer mouseEndY) { Standard_Boolean update; V3d_Coordinate X0, Y0, XS, YS; // Forbid any update. update = SetImmediateUpdate(Standard_False); // Get center point Center(X0, Y0); // Pan the point to the center of window. Convert(MyZoomAtPointX, MyZoomAtPointY, XS, YS); Panning(X0-XS, Y0-YS); // Zoom Standard_Real d = Standard_Real ((mouseEndX + mouseEndY) - (mouseStartX + mouseStartY)); Standard_Real dzoom = fabs(d) / 100.0 + 1.0; dzoom = (d > 0) ? dzoom : 1.0 / dzoom; V3d_BadValue_Raise_if( dzoom <= 0.,"V3d_View::ZoomAtPoint, bad coefficient"); Standard_Real aViewWidth = myCamera->ViewDimensions().X(); Standard_Real aViewHeight = myCamera->ViewDimensions().Y(); // Ensure that zoom will not be too small or too big. Standard_Real coef = dzoom; if (aViewWidth < coef * Precision::Confusion()) { coef = aViewWidth / Precision::Confusion(); } else if (aViewWidth > coef * 1e12) { coef = aViewWidth / 1e12; } if (aViewHeight < coef * Precision::Confusion()) { coef = aViewHeight / Precision::Confusion(); } else if (aViewHeight > coef * 1e12) { coef = aViewHeight / 1e12; } V3d_Coordinate Dxv = (XS - X0) / coef; V3d_Coordinate Dyv = (YS - Y0) / coef; myCamera->SetScale (myCamera->Scale() / coef); PanCamera (-Dxv, -Dyv); AutoZFit(); // Update the view. SetImmediateUpdate(update); ImmediateUpdate(); } void V3d_View::AxialScale (const Standard_Integer Dx, const Standard_Integer Dy, const V3d_TypeOfAxe Axis) { if( Dx != 0. || Dy != 0. ) { Standard_Real Sx, Sy, Sz; AxialScale( Sx, Sy, Sz ); Standard_Real dscale = Sqrt(Dx*Dx + Dy*Dy) / 100. + 1; dscale = (Dx > 0) ? dscale : 1./dscale; if( Axis == V3d_X ) Sx = dscale; if( Axis == V3d_Y ) Sy = dscale; if( Axis == V3d_Z ) Sz = dscale; SetAxialScale( Sx, Sy, Sz ); } } void V3d_View::FitAll(const Handle(Aspect_Window)& aWindow, const Standard_Real Xmin, const Standard_Real Ymin, const Standard_Real Xmax, const Standard_Real Ymax) { // normalize view coordinates Standard_Integer aWinWidth, aWinHeight; aWindow->Size (aWinWidth, aWinHeight); // compute camera panning gp_Vec aPanVec ((Xmin + Xmax) * 0.5, (Ymin + Ymax) * 0.5, 0.0); // compute section size gp_Pnt aViewBotLeft (Xmin, Ymin, 0.0); gp_Pnt aViewTopRight (Xmax, Ymax, 0.0); Standard_Real aUSize = Abs (Xmax - Xmin); Standard_Real aVSize = Abs (Ymax - Ymin); myCamera->BeginUpdate(); myCamera->SetProjectionShift (gp_Pnt (0.0, 0.0, 0.0)); PanCamera (aPanVec.X(), aPanVec.Y()); ZoomCamera (aUSize, aVSize); myCamera->EndUpdate(); AutoZFit(); Update(); } #ifdef IMP250900 static Standard_Boolean zRotation = Standard_False; #endif void V3d_View::StartRotation(const Standard_Integer X, const Standard_Integer Y, const Quantity_Ratio zRotationThreshold) { sx = X; sy = Y; Standard_Real x,y; Size(x,y); rx = Standard_Real(Convert(x)); ry = Standard_Real(Convert(y)); Gravity(gx,gy,gz); Rotate(0.,0.,0.,gx,gy,gz,Standard_True); #ifdef IMP250900 zRotation = Standard_False; if( zRotationThreshold > 0. ) { Standard_Real dx = Abs(sx - rx/2.); Standard_Real dy = Abs(sy - ry/2.); // if( dx > rx/3. || dy > ry/3. ) zRotation = Standard_True; Standard_Real dd = zRotationThreshold * (rx + ry)/2.; if( dx > dd || dy > dd ) zRotation = Standard_True; } #endif } void V3d_View::Rotation(const Standard_Integer X, const Standard_Integer Y) { #ifdef IMP210600 if( rx == 0. || ry == 0. ) { StartRotation(X,Y); return; } #endif #ifdef IMP250900 Standard_Real dx=0.,dy=0.,dz=0.; if( zRotation ) { dz = atan2(Standard_Real(X)-rx/2., ry/2.-Standard_Real(Y)) - atan2(sx-rx/2.,ry/2.-sy); } else { dx = (Standard_Real(X) - sx) * M_PI / rx; dy = (sy - Standard_Real(Y)) * M_PI / ry; } Rotate(dx, dy, dz, gx, gy, gz, Standard_False); #else Standard_Real dx = (Standard_Real(X - sx)) * M_PI; Standard_Real dy = (Standard_Real(sy - Y)) * M_PI; Rotate(dx/rx, dy/ry, 0., gx, gy, gz, Standard_False); #endif #ifdef IMP020300 if( !myImmediateUpdate ) Update(); #else myImmediateUpdate = Standard_False; Rotate(dx/rx, dy/ry, 0., gx, gy, gz, Standard_False); ZFitAll (Zmargin); //Don't do that, perf improvment myImmediateUpdate = Standard_True; ImmediateUpdate(); #endif } void V3d_View :: SetComputedMode ( const Standard_Boolean aMode ) { if( aMode ) { if( myComputedMode ) { MyView -> SetComputedMode ( Standard_True ); Update (); } } else { MyView -> SetComputedMode ( Standard_False ); Update (); } } Standard_Boolean V3d_View :: ComputedMode () const { return MyView -> ComputedMode (); } void V3d_View :: SetBackFacingModel (const V3d_TypeOfBackfacingModel aModel) { MyView -> SetBackFacingModel ( Visual3d_TypeOfBackfacingModel(aModel) ); Redraw(); } V3d_TypeOfBackfacingModel V3d_View :: BackFacingModel () const { return V3d_TypeOfBackfacingModel(MyView -> BackFacingModel ()); } Standard_Boolean V3d_View::TransientManagerBeginDraw(const Standard_Boolean DoubleBuffer,const Standard_Boolean RetainMode) const { return Visual3d_TransientManager::BeginDraw(MyView,DoubleBuffer,RetainMode); } void V3d_View::TransientManagerClearDraw() const { Visual3d_TransientManager::ClearDraw(MyView); } Standard_Boolean V3d_View::TransientManagerBeginAddDraw() const { return Visual3d_TransientManager::BeginAddDraw(MyView); } void V3d_View::Init() { myComputedMode = MyViewer->ComputedMode(); if( !myComputedMode || !MyViewer->DefaultComputedMode() ) { SetComputedMode(Standard_False); } } void V3d_View::SetPlotter(const Handle(Graphic3d_Plotter)& aPlotter) { MyPlotter = aPlotter; } void V3d_View::Plot() { V3d_BadValue_Raise_if( !MyPlotter.IsNull(), "view has no plotter"); MyView->Plot(MyPlotter); } #include #include //////////////////////////////////////////////////////////////// Standard_Boolean V3d_View::Dump (const Standard_CString theFile, const Graphic3d_BufferType& theBufferType) { Standard_Integer aWinWidth, aWinHeight; MyWindow->Size (aWinWidth, aWinHeight); Image_AlienPixMap anImage; return ToPixMap (anImage, aWinWidth, aWinHeight, theBufferType) && anImage.Save (theFile); } //////////////////////////////////////////////////////////////// Standard_Boolean V3d_View::ToPixMap (Image_PixMap& theImage, const Standard_Integer theWidth, const Standard_Integer theHeight, const Graphic3d_BufferType& theBufferType, const Standard_Boolean theIsForceCentred, const V3d_StereoDumpOptions theStereoOptions) { Graphic3d_CView* cView = (Graphic3d_CView* )MyView->CView(); // always prefer hardware accelerated offscreen buffer Graphic3d_PtrFrameBuffer aFBOPtr = NULL; Graphic3d_PtrFrameBuffer aPrevFBOPtr = (Graphic3d_PtrFrameBuffer )cView->ptrFBO; Standard_Integer aFBOVPSizeX (theWidth), aFBOVPSizeY (theHeight), aFBOSizeXMax (0), aFBOSizeYMax (0); Standard_Integer aPrevFBOVPSizeX (0), aPrevFBOVPSizeY (0), aPrevFBOSizeXMax (0), aPrevFBOSizeYMax (0); if (aPrevFBOPtr != NULL) { MyView->FBOGetDimensions (aPrevFBOPtr, aPrevFBOVPSizeX, aPrevFBOVPSizeY, aPrevFBOSizeXMax, aPrevFBOSizeYMax); if (aFBOVPSizeX <= aPrevFBOSizeXMax && aFBOVPSizeY <= aPrevFBOSizeYMax) { MyView->FBOChangeViewport (aPrevFBOPtr, aFBOVPSizeX, aFBOVPSizeY); aFBOPtr = aPrevFBOPtr; } } if (aFBOPtr == NULL) { // Try to create hardware accelerated buffer aFBOPtr = MyView->FBOCreate (aFBOVPSizeX, aFBOVPSizeY); if (aFBOPtr != NULL) { MyView->FBOGetDimensions (aFBOPtr, aFBOVPSizeX, aFBOVPSizeY, aFBOSizeXMax, aFBOSizeYMax); // reduce viewport in case of hardware limits if (aFBOVPSizeX > aFBOSizeXMax) aFBOVPSizeX = aFBOSizeXMax; if (aFBOVPSizeY > aFBOSizeYMax) aFBOVPSizeY = aFBOSizeYMax; MyView->FBOChangeViewport (aFBOPtr, aFBOVPSizeX, aFBOVPSizeY); } } cView->ptrFBO = aFBOPtr; // If hardware accelerated buffer - try to use onscreen buffer // Results may be bad! if (aFBOPtr == NULL) { // retrieve window sizes Standard_Integer aWinWidth, aWinHeight; MyWindow->Size (aWinWidth, aWinHeight); // technically we can reduce existing viewport... // but currently allow only dumping the window itself if (aFBOVPSizeX != aWinWidth || aFBOVPSizeY != aWinHeight) { return Standard_False; } } Handle(Graphic3d_Camera) aStoreMapping = new Graphic3d_Camera(); aStoreMapping->Copy (myCamera); Standard_Real Umin, Vmin, Umax, Vmax; if (myCamera->IsStereo()) { switch (theStereoOptions) { case V3d_SDO_MONO : myCamera->SetProjectionType (Graphic3d_Camera::Projection_Perspective); break; case V3d_SDO_LEFT_EYE : myCamera->SetProjectionType (Graphic3d_Camera::Projection_MonoLeftEye); break; case V3d_SDO_RIGHT_EYE : myCamera->SetProjectionType (Graphic3d_Camera::Projection_MonoRightEye); break; } } if (theIsForceCentred) { Standard_Real PUmin, PVmin, PUmax, PVmax; myCamera->WindowLimit (PUmin, PVmin, PUmax, PVmax); // calculate expansion Umin = PUmin; Vmin = PVmin; Umax = PUmax; Vmax = PVmax; Standard_Real oldWidth = (PUmax - PUmin), oldHeight = (PVmax - PVmin); Standard_Real newWidth = (oldHeight * aFBOVPSizeX) / aFBOVPSizeY; if (newWidth < oldWidth) { Standard_Real newHeight = (oldWidth * aFBOVPSizeY) / aFBOVPSizeX; // Expand height Standard_Real delta = 0.5 * (newHeight - oldHeight); Vmin = PVmin - delta; Vmax = PVmax + delta; } else { // Expand width Standard_Real delta = 0.5 * (newWidth - oldWidth); Umin = PUmin - delta; Umax = PUmax + delta; } FitAll (Umin, Vmin, Umax, Vmax); } //workaround for rendering list of Over and Under Layers if (!MyLayerMgr.IsNull()) { MyLayerMgr->Compute(); } // render immediate structures into back buffer rather than front Handle(Graphic3d_GraphicDriver) aDriver = Handle(Graphic3d_GraphicDriver)::DownCast (MyView->GraphicDriver()); const Standard_Boolean aPrevImmediateMode = aDriver.IsNull() ? Standard_True : aDriver->SetImmediateModeDrawToFront (*cView, Standard_False); Redraw(); if (!aDriver.IsNull()) { aDriver->SetImmediateModeDrawToFront (*cView, aPrevImmediateMode); } myCamera->Copy (aStoreMapping); Standard_Boolean isSuccess = Standard_True; // allocate image buffer for dumping if (theImage.IsEmpty() || (Standard_Size )aFBOVPSizeX != theImage.SizeX() || (Standard_Size )aFBOVPSizeY != theImage.SizeY()) { bool isBigEndian = Image_PixMap::IsBigEndianHost(); Image_PixMap::ImgFormat aFormat = Image_PixMap::ImgUNKNOWN; switch (theBufferType) { case Graphic3d_BT_RGB: aFormat = isBigEndian ? Image_PixMap::ImgRGB : Image_PixMap::ImgBGR; break; case Graphic3d_BT_RGBA: aFormat = isBigEndian ? Image_PixMap::ImgRGBA : Image_PixMap::ImgBGRA; break; case Graphic3d_BT_Depth: aFormat = Image_PixMap::ImgGrayF; break; } isSuccess = isSuccess && theImage.InitZero (aFormat, aFBOVPSizeX, aFBOVPSizeY); } isSuccess = isSuccess && MyView->BufferDump (theImage, theBufferType); // FBO now useless, free resources if (aFBOPtr != aPrevFBOPtr) { MyView->FBORelease (aFBOPtr); } else if (aPrevFBOPtr != NULL) { MyView->FBOChangeViewport (aPrevFBOPtr, aPrevFBOVPSizeX, aPrevFBOVPSizeY); } cView->ptrFBO = aPrevFBOPtr; return isSuccess; } void V3d_View::ImmediateUpdate() const { if (myImmediateUpdate) Update(); } Standard_Boolean V3d_View::SetImmediateUpdate (const Standard_Boolean theImmediateUpdate) { Standard_Boolean aPreviousMode = myImmediateUpdate; myImmediateUpdate = theImmediateUpdate; return aPreviousMode; } // ======================================================================= // function : SetCamera // purpose : // ======================================================================= void V3d_View::SetCamera (const Handle(Graphic3d_Camera)& theCamera) { myCamera = theCamera; MyView->SetCamera (theCamera); } // ======================================================================= // function : GetCamera // purpose : // ======================================================================= Handle(Graphic3d_Camera) V3d_View::Camera() const { return myCamera; } // ======================================================================= // function : FitCamera // purpose : // ======================================================================= void V3d_View::FitCamera (const Standard_Real theXmin, const Standard_Real theYmin, const Standard_Real theZmin, const Standard_Real theXmax, const Standard_Real theYmax, const Standard_Real theZmax) { if (myCamera.IsNull()) return; // check bounding box for validness Standard_Real aLim = (ShortRealLast() - 1.0); if (Abs (theXmin) > aLim || Abs (theYmin) > aLim || Abs (theZmin) > aLim || Abs (theXmax) > aLim || Abs (theYmax) > aLim || Abs (theZmax) > aLim) return; // place camera center at the geometrical center // of the passed bounding box gp_Pnt aCenter ((theXmin + theXmax) * 0.5, (theYmin + theYmax) * 0.5, (theZmin + theZmax) * 0.5); // adapt bound points gp_Pnt aPnts[8] = { gp_Pnt (theXmin, theYmin, theZmin), gp_Pnt (theXmin, theYmin, theZmax), gp_Pnt (theXmin, theYmax, theZmin), gp_Pnt (theXmin, theYmax, theZmax), gp_Pnt (theXmax, theYmin, theZmin), gp_Pnt (theXmax, theYmin, theZmax), gp_Pnt (theXmax, theYmax, theZmin), gp_Pnt (theXmax, theYmax, theZmax) }; Standard_Real aViewMinX = (RealLast() - 1); Standard_Real aViewMinY = (RealLast() - 1); Standard_Real aViewMinZ = (RealLast() - 1); Standard_Real aViewMaxX = (RealFirst() + 1); Standard_Real aViewMaxY = (RealFirst() + 1); Standard_Real aViewMaxZ = (RealFirst() + 1); // find out minimum and maximum values of bounding box // converted to view space. the limits point out a rectangular // section parallel to the screen that camera should zoom in. for (Standard_Integer aPntIt = 0; aPntIt < 8; ++aPntIt) { gp_Pnt aView = myCamera->ConvertWorld2View (aPnts[aPntIt]); aViewMinX = Min (aViewMinX, aView.X()); aViewMinY = Min (aViewMinY, aView.Y()); aViewMaxX = Max (aViewMaxX, aView.X()); aViewMaxY = Max (aViewMaxY, aView.Y()); aViewMinZ = Min (aViewMinZ, aView.Z()); aViewMaxZ = Max (aViewMaxZ, aView.Z()); } // evaluate section size for x1 zoom. Standard_Real aSectU = (aViewMaxX - aViewMinX); Standard_Real aSectV = (aViewMaxY - aViewMinY); // zoom camera to front plane of bounding box. the camera // is set up at the center of bbox, so the depth is half // space of it in view coordinate space. Standard_Real aSectDepth = (aViewMaxZ - aViewMinZ) * 0.5; // re-compute Eye position gp_Vec aBck = gp_Vec (myCamera->Center(), myCamera->Eye()); gp_Pnt aEye = aCenter.Translated (aBck); // start camera updates myCamera->BeginUpdate(); if (myCamera->IsOrthographic()) { Standard_Real anX = (aViewMaxX + aViewMinX) * 0.5; Standard_Real anY = (aViewMaxY + aViewMinY) * 0.5; myCamera->SetProjectionShift (gp_Pnt (-anX, -anY, 0.0)); } else { myCamera->SetProjectionShift (gp_Pnt (0.0, 0.0, 0.0)); myCamera->SetCenter (aCenter); myCamera->SetEye (aEye); } // zoom camera to fit in the bounding box. ZoomCamera (aSectU, aSectV, aSectDepth); // re-evaluate camera myCamera->EndUpdate(); } // ======================================================================= // function : ZoomCamera // purpose : // ======================================================================= void V3d_View::ZoomCamera (const Standard_Real theUSize, const Standard_Real theVSize, const Standard_Real theZDepth) { if (myCamera.IsNull()) return; // compute maximum section size along both directions. Standard_Real anAspect = myCamera->Aspect(); Standard_Real aSize = Max (theUSize / anAspect, theVSize); myCamera->BeginUpdate(); myCamera->SetScale (aSize); if (!myCamera->IsOrthographic()) { myCamera->SetDistance (myCamera->Distance() + theZDepth); } AutoZFit(); myCamera->EndUpdate(); } // ======================================================================= // function : PanCamera // purpose : panning is fun // ======================================================================= void V3d_View::PanCamera (const Standard_Real theU, const Standard_Real theV) { if (myCamera.IsNull()) return; if (myCamera->IsOrthographic()) { // Projection based panning for compatibility. myCamera->SetProjectionShift (myCamera->ProjectionShift(). Translated (gp_Vec (-theU, -theV, 0.0))); } else { gp_Vec anUp = myCamera->Up(); gp_Vec aSide = myCamera->Direction().Crossed (anUp); gp_Vec aPanU = aSide.Scaled (theU); gp_Vec aPanV = anUp.Scaled (theV); gp_Pnt aPannedEye (myCamera->Eye()); gp_Pnt aPannedCenter (myCamera->Center()); aPannedEye.Translate (aPanU); aPannedEye.Translate (aPanV); aPannedCenter.Translate (aPanU); aPannedCenter.Translate (aPanV); myCamera->BeginUpdate(); myCamera->SetEye (aPannedEye); myCamera->SetCenter (aPannedCenter); myCamera->EndUpdate(); } AutoZFit(); }