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AIS_Manipulator class has been created to provide interactive services for manipulating with mouse local transformations of other interactive objects. The class features three kinds of transformation modes for attached objects: - translation of through axis - scaling within axis - rotation around axis For more details please have a look at description of the class in reference manual or in header file. The patch includes DRAW test workbench for evaluating the AIS_Manipulator features. Clang warning (override)
119 lines
5.5 KiB
C++
119 lines
5.5 KiB
C++
// Created on: 2016-02-04
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// Created by: Anastasia BORISOVA
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// Copyright (c) 2016 OPEN CASCADE SAS
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//
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// This file is part of Open CASCADE Technology software library.
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//
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// This library is free software; you can redistribute it and/or modify it under
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// the terms of the GNU Lesser General Public License version 2.1 as published
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// by the Free Software Foundation, with special exception defined in the file
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// OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT
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// distribution for complete text of the license and disclaimer of any warranty.
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//
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// Alternatively, this file may be used under the terms of Open CASCADE
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// commercial license or contractual agreement.
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#include <StdPrs_ToolQuadric.hxx>
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#include <gp_Quaternion.hxx>
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#include <Graphic3d_ArrayOfTriangles.hxx>
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#include <Poly_Array1OfTriangle.hxx>
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#include <TColgp_Array1OfPnt.hxx>
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//=======================================================================
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//function : fillArrays
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//purpose :
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//=======================================================================
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void StdPrs_ToolQuadric::fillArrays (const gp_Trsf& theTrsf, TColgp_Array1OfPnt& theArray, NCollection_Array1<gp_Dir>& theNormals)
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{
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Standard_ShortReal aStepU = 1.0f / mySlicesNb;
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Standard_ShortReal aStepV = 1.0f / myStacksNb;
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for (Standard_Integer aU = 0; aU <= mySlicesNb; aU++)
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{
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const Standard_Real aParamU = aU * aStepU;
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for (Standard_Integer aV = 0; aV <= myStacksNb; aV++)
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{
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const Standard_ShortReal aParamV = aV * aStepV;
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const Standard_Integer aVertId = aU * (myStacksNb + 1) + aV + 1;
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gp_Pnt aVertex = Vertex(aParamU, aParamV);
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gp_Dir aNormal = Normal(aParamU, aParamV);
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aVertex.Transform (theTrsf);
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aNormal.Transform (theTrsf);
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theArray.SetValue (aVertId, aVertex);
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theNormals.SetValue (aVertId, aNormal);
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}
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}
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}
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//=======================================================================
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//function : FIllArray
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//purpose :
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//=======================================================================
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void StdPrs_ToolQuadric::FillArray (Handle(Graphic3d_ArrayOfTriangles)& theArray, const gp_Trsf& theTrsf)
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{
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const Standard_Integer aTrianglesNb = TrianglesNb();
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theArray = new Graphic3d_ArrayOfTriangles (aTrianglesNb * 3, 0, Standard_True);
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Poly_Array1OfTriangle aPolyTriangles (1, aTrianglesNb);
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TColgp_Array1OfPnt anArray (1, aTrianglesNb * 3);
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NCollection_Array1<gp_Dir> aNormals (1, aTrianglesNb * 3);
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fillArrays (theTrsf, anArray, aNormals);
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// Fill primitives
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for (Standard_Integer aU = 0; aU < mySlicesNb; ++aU)
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{
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for (Standard_Integer aV = 1; aV <= myStacksNb; ++aV)
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{
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theArray->AddVertex (anArray.Value (aU * (myStacksNb + 1) + aV), aNormals.Value (aU * (myStacksNb + 1) + aV));
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theArray->AddVertex (anArray.Value ((aU + 1) * (myStacksNb + 1) + aV), aNormals.Value ((aU + 1) * (myStacksNb + 1) + aV));
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theArray->AddVertex (anArray.Value ((aU + 1) * (myStacksNb + 1) + (aV + 1)), aNormals.Value ((aU + 1) * (myStacksNb + 1) + (aV + 1)));
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theArray->AddVertex (anArray.Value ((aU + 1) * (myStacksNb + 1) + (aV + 1)), aNormals.Value ((aU + 1) * (myStacksNb + 1) + (aV + 1)));
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theArray->AddVertex (anArray.Value (aU * (myStacksNb + 1) + (aV + 1)), aNormals.Value (aU * (myStacksNb + 1) + (aV + 1)));
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theArray->AddVertex (anArray.Value (aU * (myStacksNb + 1) + aV), aNormals.Value (aU * (myStacksNb + 1) + aV));
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}
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}
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}
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//=======================================================================
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//function : FillTriangulation
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//purpose :
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//=======================================================================
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void StdPrs_ToolQuadric::FillArray (Handle(Graphic3d_ArrayOfTriangles)& theArray,
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Handle(Poly_Triangulation)& theTriangulation,
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const gp_Trsf& theTrsf)
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{
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const Standard_Integer aTrianglesNb = TrianglesNb();
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theArray = new Graphic3d_ArrayOfTriangles(aTrianglesNb * 3, 0, Standard_True);
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Poly_Array1OfTriangle aPolyTriangles(1, aTrianglesNb);
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TColgp_Array1OfPnt anArray(1, aTrianglesNb * 3);
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NCollection_Array1<gp_Dir> aNormals(1, aTrianglesNb * 3);
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fillArrays(theTrsf, anArray, aNormals);
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// Fill triangles
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for (Standard_Integer aU = 0, anIndex = 0; aU < mySlicesNb; ++aU)
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{
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for (Standard_Integer aV = 1; aV <= myStacksNb; ++aV)
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{
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theArray->AddVertex(anArray.Value(aU * (myStacksNb + 1) + aV), aNormals.Value(aU * (myStacksNb + 1) + aV));
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theArray->AddVertex(anArray.Value((aU + 1) * (myStacksNb + 1) + aV), aNormals.Value((aU + 1) * (myStacksNb + 1) + aV));
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theArray->AddVertex(anArray.Value((aU + 1) * (myStacksNb + 1) + (aV + 1)), aNormals.Value((aU + 1) * (myStacksNb + 1) + (aV + 1)));
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theArray->AddVertex(anArray.Value((aU + 1) * (myStacksNb + 1) + (aV + 1)), aNormals.Value((aU + 1) * (myStacksNb + 1) + (aV + 1)));
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theArray->AddVertex(anArray.Value(aU * (myStacksNb + 1) + (aV + 1)), aNormals.Value(aU * (myStacksNb + 1) + (aV + 1)));
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theArray->AddVertex(anArray.Value(aU * (myStacksNb + 1) + aV), aNormals.Value(aU * (myStacksNb + 1) + aV));
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aPolyTriangles.SetValue (++anIndex, Poly_Triangle(aU * (myStacksNb + 1) + aV,
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(aU + 1) * (myStacksNb + 1) + aV,
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(aU + 1) * (myStacksNb + 1) + (aV + 1)));
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aPolyTriangles.SetValue (++anIndex, Poly_Triangle((aU + 1) * (myStacksNb + 1) + (aV + 1),
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aU * (myStacksNb + 1) + (aV + 1),
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aU * (myStacksNb + 1) + aV));
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}
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}
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theTriangulation = new Poly_Triangulation (anArray, aPolyTriangles);
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}
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