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occt/src/AIS/AIS_Shape.hxx

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// Created on: 1996-12-20
// Created by: Robert COUBLANC
// Copyright (c) 1996-1999 Matra Datavision
// 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.
#ifndef _AIS_Shape_HeaderFile
#define _AIS_Shape_HeaderFile
#include <AIS_DisplayMode.hxx>
#include <AIS_InteractiveObject.hxx>
#include <Bnd_Box.hxx>
#include <TopoDS_Shape.hxx>
#include <Prs3d_Drawer.hxx>
#include <Prs3d_TypeOfHLR.hxx>
//! A framework to manage presentation and selection of shapes.
//! AIS_Shape is the interactive object which is used the
//! most by applications. There are standard functions
//! available which allow you to prepare selection
//! operations on the constituent elements of shapes -
//! vertices, edges, faces etc - in an open local context.
//! The selection modes specific to "Shape" type objects
//! are referred to as Standard Activation Mode. These
//! modes are only taken into account in open local
//! context and only act on Interactive Objects which
//! have redefined the virtual method
//! AcceptShapeDecomposition so that it returns true.
//! Several advanced functions are also available. These
//! include functions to manage deviation angle and
//! deviation coefficient - both HLR and non-HLR - of
//! an inheriting shape class. These services allow you to
//! select one type of shape interactive object for higher
//! precision drawing. When you do this, the
//! Prs3d_Drawer::IsOwn... functions corresponding to the
//! above deviation angle and coefficient functions return
//! true indicating that there is a local setting available
//! for the specific object.
//!
//! This class allows to map textures on shapes using native UV parametric space of underlying surface of each Face
//! (this means that texture will be visually duplicated on all Faces).
//! To generate texture coordinates, appropriate shading attribute should be set before computing presentation in AIS_Shaded display mode:
//! @code
//! Handle(AIS_Shape) aPrs = new AIS_Shape();
//! aPrs->Attributes()->SetupOwnShadingAspect();
//! aPrs->Attributes()->ShadingAspect()->Aspect()->SetTextureMapOn();
//! aPrs->Attributes()->ShadingAspect()->Aspect()->SetTextureMap (new Graphic3d_Texture2Dmanual (Graphic3d_NOT_2D_ALUMINUM));
//! @endcode
//! The texture itself is parametrized in (0,1)x(0,1).
class AIS_Shape : public AIS_InteractiveObject
{
DEFINE_STANDARD_RTTIEXT(AIS_Shape, AIS_InteractiveObject)
public:
//! Initializes construction of the shape shap from wires,
//! edges and vertices.
Standard_EXPORT AIS_Shape(const TopoDS_Shape& shap);
//! Returns index 0. This value refers to SHAPE from TopAbs_ShapeEnum
virtual Standard_Integer Signature() const Standard_OVERRIDE { return 0; }
//! Returns Object as the type of Interactive Object.
virtual AIS_KindOfInteractive Type() const Standard_OVERRIDE { return AIS_KindOfInteractive_Shape; }
//! Returns true if the Interactive Object accepts shape decomposition.
virtual Standard_Boolean AcceptShapeDecomposition() const Standard_OVERRIDE { return Standard_True; }
//! Return true if specified display mode is supported.
virtual Standard_Boolean AcceptDisplayMode (const Standard_Integer theMode) const Standard_OVERRIDE { return theMode >= 0 && theMode <= 2; }
//! Returns this shape object.
const TopoDS_Shape& Shape() const { return myshape; }
//! Constructs an instance of the shape object theShape.
void SetShape (const TopoDS_Shape& theShape)
{
myshape = theShape;
myCompBB = Standard_True;
}
//! Alias for ::SetShape().
void Set (const TopoDS_Shape& theShape) { SetShape (theShape); }
//! Sets a local value for deviation coefficient for this specific shape.
Standard_EXPORT Standard_Boolean SetOwnDeviationCoefficient();
//! Sets a local value for deviation angle for this specific shape.
Standard_EXPORT Standard_Boolean SetOwnDeviationAngle();
//! Sets a local value for deviation coefficient for this specific shape.
Standard_EXPORT void SetOwnDeviationCoefficient (const Standard_Real aCoefficient);
//! this compute a new angle and Deviation from the value anAngle
//! and set the values stored in myDrawer with these that become local to the shape
Standard_EXPORT void SetAngleAndDeviation (const Standard_Real anAngle);
//! gives back the angle initial value put by the User.
Standard_EXPORT Standard_Real UserAngle() const;
//! sets myOwnDeviationAngle field in Prs3d_Drawer & recomputes presentation
Standard_EXPORT void SetOwnDeviationAngle (const Standard_Real anAngle);
//! Returns true and the values of the deviation
//! coefficient aCoefficient and the previous deviation
//! coefficient aPreviousCoefficient. If these values are
//! not already set, false is returned.
Standard_EXPORT Standard_Boolean OwnDeviationCoefficient (Standard_Real& aCoefficient, Standard_Real& aPreviousCoefficient) const;
//! Returns true and the values of the deviation angle
//! anAngle and the previous deviation angle aPreviousAngle.
//! If these values are not already set, false is returned.
Standard_EXPORT Standard_Boolean OwnDeviationAngle (Standard_Real& anAngle, Standard_Real& aPreviousAngle) const;
//! Sets the type of HLR algorithm used by the shape
void SetTypeOfHLR (const Prs3d_TypeOfHLR theTypeOfHLR) { myDrawer->SetTypeOfHLR (theTypeOfHLR); }
//! Gets the type of HLR algorithm
Prs3d_TypeOfHLR TypeOfHLR() const { return myDrawer->TypeOfHLR(); }
//! Sets the color aColor in the reconstructed
//! compound shape. Acts via the Drawer methods below on the appearance of:
//! - free boundaries:
//! Prs3d_Drawer_FreeBoundaryAspect,
//! - isos: Prs3d_Drawer_UIsoAspect,
//! Prs3dDrawer_VIsoAspect,
//! - shared boundaries:
//! Prs3d_Drawer_UnFreeBoundaryAspect,
//! - shading: Prs3d_Drawer_ShadingAspect,
//! - visible line color in hidden line mode:
//! Prs3d_Drawer_SeenLineAspect
//! - hidden line color in hidden line mode:
//! Prs3d_Drawer_HiddenLineAspect.
Standard_EXPORT virtual void SetColor (const Quantity_Color& theColor) Standard_OVERRIDE;
//! Removes settings for color in the reconstructed compound shape.
Standard_EXPORT virtual void UnsetColor() Standard_OVERRIDE;
//! Sets the value aValue for line width in the reconstructed compound shape.
//! Changes line aspects for lines presentation.
Standard_EXPORT virtual void SetWidth (const Standard_Real aValue) Standard_OVERRIDE;
//! Removes the setting for line width in the reconstructed compound shape.
Standard_EXPORT virtual void UnsetWidth() Standard_OVERRIDE;
//! Allows you to provide settings for the material aName
//! in the reconstructed compound shape.
Standard_EXPORT virtual void SetMaterial (const Graphic3d_MaterialAspect& aName) Standard_OVERRIDE;
//! Removes settings for material in the reconstructed compound shape.
Standard_EXPORT virtual void UnsetMaterial() Standard_OVERRIDE;
//! Sets the value aValue for transparency in the reconstructed compound shape.
Standard_EXPORT virtual void SetTransparency (const Standard_Real aValue = 0.6) Standard_OVERRIDE;
//! Removes the setting for transparency in the reconstructed compound shape.
Standard_EXPORT virtual void UnsetTransparency() Standard_OVERRIDE;
//! Constructs a bounding box with which to reconstruct
//! compound topological shapes for presentation.
Standard_EXPORT virtual const Bnd_Box& BoundingBox();
//! AIS_InteractiveObject defines another virtual method BoundingBox,
//! which is not the same as above; keep it visible.
using AIS_InteractiveObject::BoundingBox;
//! Returns the Color attributes of the shape accordingly to
//! the current facing model;
Standard_EXPORT virtual void Color (Quantity_Color& aColor) const Standard_OVERRIDE;
//! Returns the NameOfMaterial attributes of the shape accordingly to
//! the current facing model;
Standard_EXPORT virtual Graphic3d_NameOfMaterial Material() const Standard_OVERRIDE;
//! Returns the transparency attributes of the shape accordingly to
//! the current facing model;
Standard_EXPORT virtual Standard_Real Transparency() const Standard_OVERRIDE;
//! Return shape type for specified selection mode.
static TopAbs_ShapeEnum SelectionType (const Standard_Integer theSelMode)
{
switch (theSelMode)
{
case 1: return TopAbs_VERTEX;
case 2: return TopAbs_EDGE;
case 3: return TopAbs_WIRE;
case 4: return TopAbs_FACE;
case 5: return TopAbs_SHELL;
case 6: return TopAbs_SOLID;
case 7: return TopAbs_COMPSOLID;
case 8: return TopAbs_COMPOUND;
case 0: return TopAbs_SHAPE;
}
return TopAbs_SHAPE;
}
//! Return selection mode for specified shape type.
static Standard_Integer SelectionMode (const TopAbs_ShapeEnum theShapeType)
{
switch (theShapeType)
{
case TopAbs_VERTEX: return 1;
case TopAbs_EDGE: return 2;
case TopAbs_WIRE: return 3;
case TopAbs_FACE: return 4;
case TopAbs_SHELL: return 5;
case TopAbs_SOLID: return 6;
case TopAbs_COMPSOLID: return 7;
case TopAbs_COMPOUND: return 8;
case TopAbs_SHAPE: return 0;
}
return 0;
}
public: //! @name methods to alter texture mapping properties
//! Return texture repeat UV values; (1, 1) by default.
const gp_Pnt2d& TextureRepeatUV() const { return myUVRepeat; }
//! Sets the number of occurrences of the texture on each face. The texture itself is parameterized in (0,1) by (0,1).
//! Each face of the shape to be textured is parameterized in UV space (Umin,Umax) by (Vmin,Vmax).
void SetTextureRepeatUV (const gp_Pnt2d& theRepeatUV) { myUVRepeat = theRepeatUV; }
//! Return texture origin UV position; (0, 0) by default.
const gp_Pnt2d& TextureOriginUV() const { return myUVOrigin; }
//! Use this method to change the origin of the texture.
//! The texel (0,0) will be mapped to the surface (myUVOrigin.X(), myUVOrigin.Y()).
void SetTextureOriginUV (const gp_Pnt2d& theOriginUV) { myUVOrigin = theOriginUV; }
//! Return scale factor for UV coordinates; (1, 1) by default.
const gp_Pnt2d& TextureScaleUV() const { return myUVScale; }
//! Use this method to scale the texture (percent of the face).
//! You can specify a scale factor for both U and V.
//! Example: if you set ScaleU and ScaleV to 0.5 and you enable texture repeat,
//! the texture will appear twice on the face in each direction.
void SetTextureScaleUV (const gp_Pnt2d& theScaleUV) { myUVScale = theScaleUV; }
protected:
//! Compute normal presentation.
Standard_EXPORT virtual void Compute (const Handle(PrsMgr_PresentationManager)& thePrsMgr,
const Handle(Prs3d_Presentation)& thePrs,
const Standard_Integer theMode) Standard_OVERRIDE;
//! Compute projected presentation.
virtual void computeHLR (const Handle(Graphic3d_Camera)& theProjector,
const Handle(TopLoc_Datum3D)& theTrsf,
const Handle(Prs3d_Presentation)& thePrs) Standard_OVERRIDE
{
if (!theTrsf.IsNull()
&& theTrsf->Form() != gp_Identity)
{
const TopLoc_Location& aLoc = myshape.Location();
const TopoDS_Shape aShape = myshape.Located (TopLoc_Location (theTrsf->Trsf()) * aLoc);
computeHlrPresentation (theProjector, thePrs, aShape, myDrawer);
}
else
{
computeHlrPresentation (theProjector, thePrs, myshape, myDrawer);
}
}
//! Compute selection.
Standard_EXPORT virtual void ComputeSelection (const Handle(SelectMgr_Selection)& theSelection,
const Standard_Integer theMode) Standard_OVERRIDE;
//! Create own aspects (if they do not exist) and set color to them.
//! @return TRUE if new aspects have been created
Standard_EXPORT bool setColor (const Handle(Prs3d_Drawer)& theDrawer, const Quantity_Color& theColor) const;
//! Create own aspects (if they do not exist) and set width to them.
//! @return TRUE if new aspects have been created
Standard_EXPORT bool setWidth (const Handle(Prs3d_Drawer)& theDrawer, const Standard_Real theWidth) const;
Standard_EXPORT void setTransparency (const Handle(Prs3d_Drawer)& theDrawer, const Standard_Real theValue) const;
Standard_EXPORT void setMaterial (const Handle(Prs3d_Drawer)& theDrawer, const Graphic3d_MaterialAspect& theMaterial, const Standard_Boolean theToKeepColor, const Standard_Boolean theToKeepTransp) const;
//! Replace aspects of already computed groups from drawer link by the new own value.
Standard_EXPORT void replaceWithNewOwnAspects();
public:
//! Compute HLR presentation for specified shape.
Standard_EXPORT static void computeHlrPresentation (const Handle(Graphic3d_Camera)& theProjector,
const Handle(Prs3d_Presentation)& thePrs,
const TopoDS_Shape& theShape,
const Handle(Prs3d_Drawer)& theDrawer);
//! Dumps the content of me into the stream
Standard_EXPORT virtual void DumpJson (Standard_OStream& theOStream, Standard_Integer theDepth = -1) const Standard_OVERRIDE;
protected:
TopoDS_Shape myshape; //!< shape to display
Bnd_Box myBB; //!< cached bounding box of the shape
gp_Pnt2d myUVOrigin; //!< UV origin vector for generating texture coordinates
gp_Pnt2d myUVRepeat; //!< UV repeat vector for generating texture coordinates
gp_Pnt2d myUVScale; //!< UV scale vector for generating texture coordinates
Standard_Real myInitAng;
Standard_Boolean myCompBB; //!< if TRUE, then bounding box should be recomputed
};
DEFINE_STANDARD_HANDLE(AIS_Shape, AIS_InteractiveObject)
#endif // _AIS_Shape_HeaderFile