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occt/src/StdPrs/StdPrs_ToolQuadric.cxx
apl 625e195819 0027038: Visualization - add new presentation for object manipulation
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)
2016-06-02 14:23:22 +03:00

119 lines
5.5 KiB
C++

// Created on: 2016-02-04
// Created by: Anastasia BORISOVA
// Copyright (c) 2016 OPEN CASCADE SAS
//
// This file is part of Open CASCADE Technology software library.
//
// This library is free software; you can redistribute it and/or modify it under
// the terms of the GNU Lesser General Public License version 2.1 as published
// by the Free Software Foundation, with special exception defined in the file
// OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT
// distribution for complete text of the license and disclaimer of any warranty.
//
// Alternatively, this file may be used under the terms of Open CASCADE
// commercial license or contractual agreement.
#include <StdPrs_ToolQuadric.hxx>
#include <gp_Quaternion.hxx>
#include <Graphic3d_ArrayOfTriangles.hxx>
#include <Poly_Array1OfTriangle.hxx>
#include <TColgp_Array1OfPnt.hxx>
//=======================================================================
//function : fillArrays
//purpose :
//=======================================================================
void StdPrs_ToolQuadric::fillArrays (const gp_Trsf& theTrsf, TColgp_Array1OfPnt& theArray, NCollection_Array1<gp_Dir>& theNormals)
{
Standard_ShortReal aStepU = 1.0f / mySlicesNb;
Standard_ShortReal aStepV = 1.0f / myStacksNb;
for (Standard_Integer aU = 0; aU <= mySlicesNb; aU++)
{
const Standard_Real aParamU = aU * aStepU;
for (Standard_Integer aV = 0; aV <= myStacksNb; aV++)
{
const Standard_ShortReal aParamV = aV * aStepV;
const Standard_Integer aVertId = aU * (myStacksNb + 1) + aV + 1;
gp_Pnt aVertex = Vertex(aParamU, aParamV);
gp_Dir aNormal = Normal(aParamU, aParamV);
aVertex.Transform (theTrsf);
aNormal.Transform (theTrsf);
theArray.SetValue (aVertId, aVertex);
theNormals.SetValue (aVertId, aNormal);
}
}
}
//=======================================================================
//function : FIllArray
//purpose :
//=======================================================================
void StdPrs_ToolQuadric::FillArray (Handle(Graphic3d_ArrayOfTriangles)& theArray, const gp_Trsf& theTrsf)
{
const Standard_Integer aTrianglesNb = TrianglesNb();
theArray = new Graphic3d_ArrayOfTriangles (aTrianglesNb * 3, 0, Standard_True);
Poly_Array1OfTriangle aPolyTriangles (1, aTrianglesNb);
TColgp_Array1OfPnt anArray (1, aTrianglesNb * 3);
NCollection_Array1<gp_Dir> aNormals (1, aTrianglesNb * 3);
fillArrays (theTrsf, anArray, aNormals);
// Fill primitives
for (Standard_Integer aU = 0; aU < mySlicesNb; ++aU)
{
for (Standard_Integer aV = 1; aV <= myStacksNb; ++aV)
{
theArray->AddVertex (anArray.Value (aU * (myStacksNb + 1) + aV), aNormals.Value (aU * (myStacksNb + 1) + aV));
theArray->AddVertex (anArray.Value ((aU + 1) * (myStacksNb + 1) + aV), aNormals.Value ((aU + 1) * (myStacksNb + 1) + aV));
theArray->AddVertex (anArray.Value ((aU + 1) * (myStacksNb + 1) + (aV + 1)), aNormals.Value ((aU + 1) * (myStacksNb + 1) + (aV + 1)));
theArray->AddVertex (anArray.Value ((aU + 1) * (myStacksNb + 1) + (aV + 1)), aNormals.Value ((aU + 1) * (myStacksNb + 1) + (aV + 1)));
theArray->AddVertex (anArray.Value (aU * (myStacksNb + 1) + (aV + 1)), aNormals.Value (aU * (myStacksNb + 1) + (aV + 1)));
theArray->AddVertex (anArray.Value (aU * (myStacksNb + 1) + aV), aNormals.Value (aU * (myStacksNb + 1) + aV));
}
}
}
//=======================================================================
//function : FillTriangulation
//purpose :
//=======================================================================
void StdPrs_ToolQuadric::FillArray (Handle(Graphic3d_ArrayOfTriangles)& theArray,
Handle(Poly_Triangulation)& theTriangulation,
const gp_Trsf& theTrsf)
{
const Standard_Integer aTrianglesNb = TrianglesNb();
theArray = new Graphic3d_ArrayOfTriangles(aTrianglesNb * 3, 0, Standard_True);
Poly_Array1OfTriangle aPolyTriangles(1, aTrianglesNb);
TColgp_Array1OfPnt anArray(1, aTrianglesNb * 3);
NCollection_Array1<gp_Dir> aNormals(1, aTrianglesNb * 3);
fillArrays(theTrsf, anArray, aNormals);
// Fill triangles
for (Standard_Integer aU = 0, anIndex = 0; aU < mySlicesNb; ++aU)
{
for (Standard_Integer aV = 1; aV <= myStacksNb; ++aV)
{
theArray->AddVertex(anArray.Value(aU * (myStacksNb + 1) + aV), aNormals.Value(aU * (myStacksNb + 1) + aV));
theArray->AddVertex(anArray.Value((aU + 1) * (myStacksNb + 1) + aV), aNormals.Value((aU + 1) * (myStacksNb + 1) + aV));
theArray->AddVertex(anArray.Value((aU + 1) * (myStacksNb + 1) + (aV + 1)), aNormals.Value((aU + 1) * (myStacksNb + 1) + (aV + 1)));
theArray->AddVertex(anArray.Value((aU + 1) * (myStacksNb + 1) + (aV + 1)), aNormals.Value((aU + 1) * (myStacksNb + 1) + (aV + 1)));
theArray->AddVertex(anArray.Value(aU * (myStacksNb + 1) + (aV + 1)), aNormals.Value(aU * (myStacksNb + 1) + (aV + 1)));
theArray->AddVertex(anArray.Value(aU * (myStacksNb + 1) + aV), aNormals.Value(aU * (myStacksNb + 1) + aV));
aPolyTriangles.SetValue (++anIndex, Poly_Triangle(aU * (myStacksNb + 1) + aV,
(aU + 1) * (myStacksNb + 1) + aV,
(aU + 1) * (myStacksNb + 1) + (aV + 1)));
aPolyTriangles.SetValue (++anIndex, Poly_Triangle((aU + 1) * (myStacksNb + 1) + (aV + 1),
aU * (myStacksNb + 1) + (aV + 1),
aU * (myStacksNb + 1) + aV));
}
}
theTriangulation = new Poly_Triangulation (anArray, aPolyTriangles);
}