// 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 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. /*********************************************************************** FONCTION : ---------- Classe V3d_PositionalLight : HISTORIQUE DES MODIFICATIONS : -------------------------------- 00-09-92 : GG ; Creation. 18-06-96 : FMN ; Ajout MyGraphicStructure1 pour sauvegarder snopick 24-12-97 : FMN ; Remplacement de math par MathGra 31-12-97 : CAL ; Suppression de MathGra 21-01-98 : CAL ; Window de Xw et WNT remplacee par Aspect_Window 23-02-98 : FMN ; Remplacement PI par Standard_PI 30-03-98 : ZOV ; PRO6774 (reconstruction of the class hierarchy and suppressing useless methods) ************************************************************************/ /*----------------------------------------------------------------------*/ /* * Includes */ #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include // ======================================================================= // function : V3d_PositionalLight // purpose : // ======================================================================= V3d_PositionalLight::V3d_PositionalLight (const Handle(V3d_Viewer)& theViewer, const Standard_Real theX, const Standard_Real theY, const Standard_Real theZ, const Quantity_NameOfColor theColor, const Standard_Real theConstAttenuation, const Standard_Real theLinearAttenuation) : V3d_PositionLight (theViewer) { SetType (V3d_POSITIONAL); SetColor (Quantity_Color (theColor)); SetTarget (0., 0., 0.); SetPosition (theX, theY, theZ); SetAttenuation (theConstAttenuation, theLinearAttenuation); } // ======================================================================= // function : V3d_PositionalLight // purpose : // ======================================================================= V3d_PositionalLight::V3d_PositionalLight (const Handle(V3d_Viewer)& theViewer, const Standard_Real theXt, const Standard_Real theYt, const Standard_Real theZt, const Standard_Real theXp, const Standard_Real theYp, const Standard_Real theZp, const Quantity_NameOfColor theColor, const Standard_Real theConstAttenuation, const Standard_Real theLinearAttenuation) : V3d_PositionLight (theViewer) { SetType (V3d_POSITIONAL); SetColor (Quantity_Color (theColor)); SetTarget (theXt, theYt, theZt); SetPosition (theXp, theYp, theZp); SetAttenuation (theConstAttenuation, theLinearAttenuation); } // ======================================================================= // function : SetSmoothRadius // purpose : // ======================================================================= void V3d_PositionalLight::SetSmoothRadius (const Standard_Real theValue) { V3d_BadValue_Raise_if (theValue < 0.0, "V3d_PositionalLight::SetSmoothRadius," "Bad value for smoothing radius"); myLight.Smoothness = static_cast (theValue); } // ======================================================================= // function : SetPosition // purpose : // ======================================================================= void V3d_PositionalLight::SetPosition (const Standard_Real theXp, const Standard_Real theYp, const Standard_Real theZp) { myLight.Position.x() = static_cast (theXp); myLight.Position.y() = static_cast (theYp); myLight.Position.z() = static_cast (theZp); } // ======================================================================= // function : SetAttenuation // purpose : // ======================================================================= void V3d_PositionalLight::SetAttenuation (const Standard_Real theConstAttenuation, const Standard_Real theLinearAttenuation) { V3d_BadValue_Raise_if (theConstAttenuation < 0. || theConstAttenuation > 1. || theLinearAttenuation < 0. || theLinearAttenuation > 1., "V3d_PositionalLight::SetAttenuation, bad coefficients"); myLight.ChangeConstAttenuation() = static_cast (theConstAttenuation); myLight.ChangeLinearAttenuation() = static_cast (theLinearAttenuation); } // ======================================================================= // function : Position // purpose : // ======================================================================= void V3d_PositionalLight::Position (Standard_Real& theX, Standard_Real& theY, Standard_Real& theZ) const { theX = myLight.Position.x(); theY = myLight.Position.y(); theZ = myLight.Position.z(); } // ======================================================================= // function : Attenuation // purpose : // ======================================================================= void V3d_PositionalLight::Attenuation (Standard_Real& theConstAttenuation, Standard_Real& theLinearAttenuation) const { theConstAttenuation = myLight.ConstAttenuation(); theLinearAttenuation = myLight.LinearAttenuation(); } // ======================================================================= // function : Symbol // purpose : // ======================================================================= void V3d_PositionalLight::Symbol (const Handle(Graphic3d_Group)& theSymbol, const Handle(V3d_View)& theView) const { Standard_Real Xi,Yi,Zi,Xf,Yf,Zf,Rayon,PXT,PYT,X,Y,Z,XT,YT,ZT; Standard_Real A,B,C,Dist,Beta,CosBeta,SinBeta,Coef,X1,Y1,Z1; Standard_Real VX,VY,VZ; Standard_Integer IXP,IYP,j; TColStd_Array2OfReal MatRot(0,2,0,2); theView->Proj(VX,VY,VZ); this->Position(Xi,Yi,Zi); Rayon = this->Radius(); theView->Project(Xi,Yi,Zi,PXT,PYT); theView->Convert(PXT,PYT,IXP,IYP); // 3D Coordinate in the plane of projection of the source. theView->Convert(IXP,IYP,XT,YT,ZT); theView->Convert(PXT,PYT+Rayon,IXP,IYP); theView->Convert(IXP,IYP,X,Y,Z); X = X+Xi-XT; Y = Y+Yi-YT; Z = Z+Zi-ZT; Dist = Sqrt( Square(X-Xi) + Square(Y-Yi) + Square(Z-Zi) ); // Axis of rotation. A = (X-Xi)/Dist; B = (Y-Yi)/Dist; C = (Z-Zi)/Dist; // A sphere is drawn V3d::CircleInPlane(theSymbol,Xi,Yi,Zi,VX,VY,VZ,Rayon/40.); for( j=1 ; j<=3 ; j++ ) { Beta = j * M_PI / 4.; CosBeta = Cos(Beta); SinBeta = Sin(Beta); Coef = 1. - CosBeta; MatRot(0,0) = A * A + (1. - A * A) * CosBeta; MatRot(0,1) = -C * SinBeta + Coef * A * B; MatRot(0,2) = B * SinBeta + Coef * A * C; MatRot(1,0) = C * SinBeta + Coef * A * B; MatRot(1,1) = B * B + (1. - B * B) * CosBeta; MatRot(1,2) = -A * SinBeta + Coef * B * C; MatRot(2,0) = -B * SinBeta + Coef * A * C; MatRot(2,1) = A * SinBeta + Coef * B * C; MatRot(2,2) = C * C + (1. - C * C) * CosBeta; Xf = Xi * MatRot(0,0) + Yi * MatRot(0,1) + Zi * MatRot(0,2); Yf = Xi * MatRot(1,0) + Yi * MatRot(1,1) + Zi * MatRot(1,2); Zf = Xi * MatRot(2,0) + Yi * MatRot(2,1) + Zi * MatRot(2,2); // Rotation of the normal X1 = VX * MatRot(0,0) + VY * MatRot(0,1) + VZ * MatRot(0,2); Y1 = VX * MatRot(1,0) + VY * MatRot(1,1) + VZ * MatRot(1,2); Z1 = VX * MatRot(2,0) + VY * MatRot(2,1) + VZ * MatRot(2,2); VX = X1 + Xi - Xf ; VY = Y1 + Yi - Yf ; VZ = Z1 + Zi - Zf; V3d::CircleInPlane(theSymbol,Xi,Yi,Zi,VX,VY,VZ,Rayon/40.); } } // ======================================================================= // function : Display // purpose : // ======================================================================= void V3d_PositionalLight::Display (const Handle(V3d_View)& theView, const V3d_TypeOfRepresentation theRepresentation) { Graphic3d_Vertex PText ; Standard_Real X,Y,Z,Rayon; Standard_Real X0,Y0,Z0,VX,VY,VZ; Standard_Real X1,Y1,Z1; Standard_Real DXRef,DYRef,DZRef,DXini,DYini,DZini; Standard_Real R1,G1,B1; V3d_TypeOfRepresentation Pres; V3d_TypeOfUpdate UpdSov; // Creation of a structure slight of markable elements (position of the // light, and the domain of lighting represented by a circle) // Creation of a structure snopick of non-markable elements (target, meridian and // parallel). Pres = theRepresentation; Handle(V3d_Viewer) TheViewer = theView->Viewer(); UpdSov = TheViewer->UpdateMode(); TheViewer->SetUpdateMode(V3d_WAIT); if (!myGraphicStructure.IsNull()) { myGraphicStructure->Disconnect(myGraphicStructure1); myGraphicStructure->Clear(); myGraphicStructure1->Clear(); if (Pres == V3d_SAMELAST) Pres = myTypeOfRepresentation; } else { if (Pres == V3d_SAMELAST) Pres = V3d_SIMPLE; Handle(Graphic3d_Structure) slight = new Graphic3d_Structure(TheViewer->StructureManager()); myGraphicStructure = slight; Handle(Graphic3d_Structure) snopick = new Graphic3d_Structure(TheViewer->StructureManager()); myGraphicStructure1 = snopick; } Handle(Graphic3d_Group) gradius, gExtArrow, gIntArrow; if (Pres == V3d_COMPLETE) { gradius = myGraphicStructure->NewGroup(); gExtArrow = myGraphicStructure->NewGroup(); gIntArrow = myGraphicStructure->NewGroup(); } Handle(Graphic3d_Group) glight = myGraphicStructure->NewGroup(); Handle(Graphic3d_Group) gsphere; if (Pres == V3d_COMPLETE || Pres == V3d_PARTIAL) { gsphere = myGraphicStructure->NewGroup(); } Handle(Graphic3d_Group) gnopick = myGraphicStructure1->NewGroup(); X0 = myTarget.X(); Y0 = myTarget.Y(); Z0 = myTarget.Z(); // Display of the position of the light. this->Color(Quantity_TOC_RGB,R1,G1,B1); Quantity_Color Col1(R1,G1,B1,Quantity_TOC_RGB); Handle(Graphic3d_AspectLine3d) Asp1 = new Graphic3d_AspectLine3d(); Asp1->SetColor(Col1); glight->SetPrimitivesAspect(Asp1); this->Symbol(glight,theView); // Display of the markable sphere (limit at the cercle). if (Pres == V3d_COMPLETE || Pres == V3d_PARTIAL) { Rayon = this->Radius(); theView->Proj(VX,VY,VZ); V3d::CircleInPlane(gsphere,X0,Y0,Z0,VX,VY,VZ,Rayon); // Display of the radius of the sphere (line + text) if (Pres == V3d_COMPLETE) { this->Position(X,Y,Z); Handle(Graphic3d_ArrayOfSegments) aPrims = new Graphic3d_ArrayOfSegments(2); aPrims->AddVertex(X0,Y0,Z0); aPrims->AddVertex(X,Y,Z); gnopick->AddPrimitiveArray(aPrims); V3d::ArrowOfRadius(gExtArrow,X-.1*(X-X0),Y-.1*(Y-Y0),Z-.1*(Z-Z0),X-X0,Y-Y0,Z-Z0,M_PI/15.,Rayon/20.); V3d::ArrowOfRadius(gIntArrow, X0, Y0, Z0, X0-X, Y0-Y, Z0-Z, M_PI / 15., Rayon / 20.); TCollection_AsciiString ValOfRadius(Rayon); PText.SetCoord( 0.5*(X0+X), 0.5*(Y0+Y), 0.5*(Z0+Z) ); gradius->Text(ValOfRadius.ToCString(),PText,0.01); } // Display of the meridian Quantity_Color Col2(Quantity_NOC_GREEN); Handle(Graphic3d_AspectLine3d) Asp2 = new Graphic3d_AspectLine3d(Col2,Aspect_TOL_SOLID,1.); gnopick->SetPrimitivesAspect(Asp2); // Definition of the axis of circle theView->Up(DXRef,DYRef,DZRef); this->Position(X,Y,Z); DXini = X-X0; DYini = Y-Y0; DZini = Z-Z0; VX = DYRef*DZini - DZRef*DYini; VY = DZRef*DXini - DXRef*DZini; VZ = DXRef*DYini - DYRef*DXini; V3d::CircleInPlane(gnopick,X0,Y0,Z0,VX,VY,VZ,Rayon); // Display of the parallel // Definition of the axis of circle theView->Proj(VX,VY,VZ); theView->Up(X1,Y1,Z1); DXRef = VY * Z1 - VZ * Y1; DYRef = VZ * X1 - VX * Z1; DZRef = VX * Y1 - VY * X1; this->Position(X,Y,Z); DXini = X-X0; DYini = Y-Y0; DZini = Z-Z0; VX = DYRef*DZini - DZRef*DYini; VY = DZRef*DXini - DXRef*DZini; VZ = DXRef*DYini - DYRef*DXini; V3d::CircleInPlane(gnopick,X0,Y0,Z0,VX,VY,VZ,Rayon); } myGraphicStructure->Connect(myGraphicStructure1,Graphic3d_TOC_DESCENDANT); myTypeOfRepresentation = Pres; myGraphicStructure->Display(); TheViewer->SetUpdateMode(UpdSov); }