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occt/src/NIS/NIS_View.cxx
omy 295cb05393 0024168: Eliminate CLang compiler warning -Wunused-variable
Got rid of warning -Wunused-variable

In FSD_File, use template specialization instead of comparison of sizeof() to specific value in if statement, thus eliminating warning "constant value in conditional expression"
2013-09-18 11:27:33 +04:00

649 lines
23 KiB
C++
Executable File

// Created on: 2007-07-06
// Created by: Alexander GRIGORIEV
// Copyright (c) 2007-2012 OPEN CASCADE SAS
//
// The content of this file is subject to the Open CASCADE Technology Public
// License Version 6.5 (the "License"). You may not use the content of this file
// except in compliance with the License. Please obtain a copy of the License
// at http://www.opencascade.org and read it completely before using this file.
//
// The Initial Developer of the Original Code is Open CASCADE S.A.S., having its
// main offices at: 1, place des Freres Montgolfier, 78280 Guyancourt, France.
//
// The Original Code and all software distributed under the License is
// distributed on an "AS IS" basis, without warranty of any kind, and the
// Initial Developer hereby disclaims all such warranties, including without
// limitation, any warranties of merchantability, fitness for a particular
// purpose or non-infringement. Please see the License for the specific terms
// and conditions governing the rights and limitations under the License.
#include <NIS_View.hxx>
#include <NIS_InteractiveContext.hxx>
#include <NIS_InteractiveObject.hxx>
#include <gp_Ax1.hxx>
#include <Visual3d_View.hxx>
#include <Bnd_B2f.hxx>
#include <TColStd_MapIteratorOfPackedMapOfInteger.hxx>
#include <OpenGl_GlCore11.hxx>
IMPLEMENT_STANDARD_HANDLE (NIS_View, V3d_OrthographicView)
IMPLEMENT_STANDARD_RTTIEXT (NIS_View, V3d_OrthographicView)
//=======================================================================
//function : NIS_View()
//purpose : Constructor
//=======================================================================
NIS_View::NIS_View (const Handle(V3d_Viewer)& theViewer,
const Handle(Aspect_Window)& theWindow)
: V3d_OrthographicView (theViewer),
myIsTopHilight(Standard_False),
myDoHilightSelected(Standard_True)
{
if (!theWindow.IsNull())
V3d_View::SetWindow (theWindow, NULL, &MyCallback, this);
}
//=======================================================================
//function : SetWindow
//purpose :
//=======================================================================
void NIS_View::SetWindow(const Handle(Aspect_Window) &theWindow)
{
V3d_View::SetWindow (theWindow, NULL, &MyCallback, this);
}
// //=======================================================================
// //function : ~NIS_View
// //purpose : Destructor
// //=======================================================================
// NIS_View::~NIS_View()
// {}
//=======================================================================
//function : AddContext
//purpose :
//=======================================================================
void NIS_View::AddContext (NIS_InteractiveContext * theCtx)
{
// Check that the given context is not among already attached contexts
NCollection_List<NIS_InteractiveContext *>::Iterator anIter (myContexts);
for (; anIter.More(); anIter.Next())
if (anIter.Value() == theCtx)
break;
if (anIter.More() == Standard_False)
myContexts.Append (theCtx);
}
//=======================================================================
//function : RemoveContext
//purpose :
//=======================================================================
void NIS_View::RemoveContext (NIS_InteractiveContext * theCtx)
{
NCollection_List<NIS_InteractiveContext *>::Iterator anIter (myContexts);
for (; anIter.More(); anIter.Next())
if (anIter.Value() == theCtx) {
myContexts.Remove (anIter);
break;
}
NCollection_Map<Handle_NIS_Drawer>::Iterator anIterD (theCtx->GetDrawers ());
for (; anIterD.More(); anIterD.Next()) {
const Handle(NIS_Drawer)& aDrawer = anIterD.Value();
if (aDrawer.IsNull() == Standard_False) {
aDrawer->UpdateExListId(this);
}
}
}
//=======================================================================
//function : FitAll3d
//purpose :
//=======================================================================
Standard_Boolean NIS_View::FitAll3d (const Quantity_Coefficient theCoef)
{
Standard_Boolean aResult(Standard_False);
/*
Standard_Integer aLimp[4] = { 1000000, -1000000, 1000000, -1000000 };
GetBndBox( aLimp[0], aLimp[1], aLimp[2], aLimp[3] );
if (aLimp[1] > -1000000 && aLimp[3] > -1000000 &&
aLimp[0] < aLimp[1] && aLimp[2] < aLimp[3])
{
// Scale the view
WindowFit (aLimp[0], aLimp[2], aLimp[1], aLimp[3]);
aResult = Standard_True;
}
*/
Bnd_B3f aBox = GetBndBox();
// Check that the box is not empty
if (aBox.IsVoid() == Standard_False && MyView->IsDefined() == Standard_True) {
// Convert the 3D box to 2D representation in view coordinates
Standard_Real Umin = 0.,Umax = 0.,Vmin = 0.,Vmax = 0.,U,V,W;
gp_XYZ aCoord;
const gp_XYZ aCorner[2] = { aBox.CornerMin(), aBox.CornerMax() };
Standard_Boolean doFit = Standard_True;
while (doFit) {
for (Standard_Integer i = 0; i < 8; i++) {
if (i & 0x1) aCoord.SetX (aCorner[0].X());
else aCoord.SetX (aCorner[1].X());
if (i & 0x2) aCoord.SetY (aCorner[0].Y());
else aCoord.SetY (aCorner[1].Y());
if (i & 0x4) aCoord.SetZ (aCorner[0].Z());
else aCoord.SetZ (aCorner[1].Z());
MyView->Projects(aCoord.X(), aCoord.Y(), aCoord.Z(), U, V, W);
if (i) {
Umin = Min(Umin, U); Umax = Max(Umax, U);
Vmin = Min(Vmin, V); Vmax = Max(Vmax, V);
}
else {
Umin = Umax = U;
Vmin = Vmax = V;
}
}
if ( (Umax > Umin) && (Vmax > Vmin) ) {
Standard_Real OldUmin,OldUmax,OldVmin,OldVmax;
MyViewMapping.WindowLimit(OldUmin, OldVmin, OldUmax, OldVmax);
Standard_Real DxvOld = Abs(OldUmax - OldUmin);
// make a margin
Standard_Real Xrp, Yrp, DxvNew, DyvNew;
DxvNew = Abs(Umax - Umin); DyvNew = Abs(Vmax - Vmin);
DxvNew *= (1. + theCoef);
DyvNew *= (1. + theCoef);
Standard_Real aRatio = DxvNew / DxvOld;
Xrp = (Umin + Umax)/2. ; Yrp = (Vmin + Vmax)/2. ;
Umin = Xrp - DxvNew/2. ; Umax = Xrp + DxvNew/2. ;
Vmin = Yrp - DyvNew/2. ; Vmax = Yrp + DyvNew/2. ;
// fit view
FitAll(Umin, Vmin, Umax, Vmax);
// ratio 1e+6 often gives calculation error(s), reduce it
// if (aRatio < 1e+6) doFit = Standard_False;
if (aRatio < 100) doFit = Standard_False;
aResult = Standard_True;
}
else doFit = Standard_False;
}
}
return aResult;
}
//=======================================================================
//function : GetBndBox
//purpose :
//=======================================================================
Bnd_B3f NIS_View::GetBndBox() const
{
// Calculate the 3D bounding box of visible objects
// in all interactive contexts
Bnd_B3f aBox;
NCollection_List<NIS_InteractiveContext *>::Iterator anIterC (myContexts);
for (; anIterC.More(); anIterC.Next()) {
NCollection_Map<Handle_NIS_Drawer>::Iterator anIterD
(anIterC.Value()->myDrawers);
for (; anIterD.More(); anIterD.Next()) {
const Handle(NIS_Drawer)& aDrawer = anIterD.Value();
Bnd_B3f aBoxD = aDrawer->GetBox (this);
aBox.Add (aBoxD);
}
}
// Take the bounding box of AIS objects displayed in the view
Standard_Real aVal[6];
View()->MinMaxValues(aVal[0], aVal[1], aVal[2], aVal[3], aVal[4], aVal[5]);
if (aVal[3] < 0.5 * RealLast()) {
aBox.Add (gp_XYZ (aVal[0], aVal[1], aVal[2]));
aBox.Add (gp_XYZ (aVal[3], aVal[4], aVal[5]));
}
return aBox;
}
//=======================================================================
//function : GetBndBox
//purpose :
//=======================================================================
void NIS_View::GetBndBox( Standard_Integer& theXMin, Standard_Integer& theXMax,
Standard_Integer& theYMin, Standard_Integer& theYMax ) const
{
theXMin = theYMin = 0;
theXMax = theYMax = -1;
Bnd_B3f aBox = GetBndBox();
// Check that the box is not empty
if (aBox.IsVoid() == Standard_False) {
// Convert the 3D box to 2D representation in pixel coordinates
gp_XYZ aCoord;
Standard_Integer anXp, anYp;
const gp_XYZ aCorner[2] = { aBox.CornerMin(), aBox.CornerMax() };
Standard_Integer aLimp[4] = { 1000000, -1000000, 1000000, -1000000 };
for (Standard_Integer i = 0; i < 8; i++) {
if (i & 0x1) aCoord.SetX (aCorner[0].X());
else aCoord.SetX (aCorner[1].X());
if (i & 0x2) aCoord.SetY (aCorner[0].Y());
else aCoord.SetY (aCorner[1].Y());
if (i & 0x4) aCoord.SetZ (aCorner[0].Z());
else aCoord.SetZ (aCorner[1].Z());
Convert( aCoord.X(), aCoord.Y(), aCoord.Z(), anXp, anYp );
if (aLimp[0] > anXp) aLimp[0] = anXp;
if (aLimp[1] < anXp) aLimp[1] = anXp;
if (aLimp[2] > anYp) aLimp[2] = anYp;
if (aLimp[3] < anYp) aLimp[3] = anYp;
}
if (aLimp[0] < aLimp[1] && aLimp[2] < aLimp[3])
{
// Scale the view
// WindowFit (aLimp[0], aLimp[2], aLimp[1], aLimp[3]);
theXMin = aLimp[0];
theXMax = aLimp[1];
theYMin = aLimp[2];
theYMax = aLimp[3];
}
}
}
//=======================================================================
//function : MyCallback
//purpose :
//=======================================================================
int NIS_View::MyCallback (Aspect_Drawable /* Window ID */,
void* ptrData,
Aspect_GraphicCallbackStruct* callData /* call data */)
{
// Avoid multiple rendering of the scene ( accordingly with update of
// callback mechanism, that invokes additional callbacks before
// underlay and overlay redrawing with OCC_PRE_REDRAW and OCC_PRE_OVERLAY
// bits added to the "reason" value of the callback data structure;
// see comments to OCC_REDRAW_ADDITIONAL_CALLBACKS definition )
if (callData->reason & OCC_REDRAW_ADDITIONAL_CALLBACKS)
return 0;
const Handle(NIS_View) thisView (static_cast<NIS_View *> (ptrData));
NCollection_List<NIS_InteractiveContext *>::Iterator anIter;
#ifdef CLIP
// Find the bounding box of all displayed objects by summing the boxes stored
// in the relevant DrawList instances.
Bnd_B3f aBndBox;
for (anIter = thisView->myContexts; anIter.More(); anIter.Next())
anIter.Value()->GetBox (aBndBox, pView);
if (aBndBox.IsVoid() == Standard_False) {
const gp_XYZ aBoxSize = 0.5 * (aBndBox.CornerMax() - aBndBox.CornerMin());
const gp_XYZ aBoxCenter = 0.5 * (aBndBox.CornerMax() + aBndBox.CornerMin());
// Find the ray passing through the clicked point in the view window.
Standard_Real anX, anY, aZ;
thisView->Convert(0, 0, anX, anY, aZ); // 3D point for the 3D coordinates
const gp_Pnt anEye (anX, anY, aZ);
thisView->Proj (anX, anY, aZ); // vector orthogonal to the view plane
const gp_Dir aProj (anX, anY, aZ);
const gp_Ax1 anAxis (anEye, aProj);
const Standard_Real aCenterDist = (anEye.XYZ() - aBoxCenter) * aProj.XYZ();
const Standard_Real aBoxExtent /*(fabs(aBoxSize.X() * anX) +
fabs(aBoxSize.Y() * anY) +
fabs(aBoxSize.Z() * aZ))*/(100.);
#define FRONT_CLIPPING_PLANE (GL_CLIP_PLANE0 + 0)
#define BACK_CLIPPING_PLANE (GL_CLIP_PLANE0 + 1)
Standard_Real arr[4] = {
0.0, /* Nx */
0.0, /* Ny */
1.0, /* Nz */
0.
};
arr[3] = aBoxExtent + 1.;
glClipPlane (BACK_CLIPPING_PLANE, arr);
glEnable (BACK_CLIPPING_PLANE);
arr[2] = -1.0;
arr[3] = aBoxExtent + 1.;
glClipPlane (FRONT_CLIPPING_PLANE, arr);
glEnable (FRONT_CLIPPING_PLANE);
}
#endif //IS_DISABLED
GLboolean isDepthWriteMask, isDepthTest;
glGetBooleanv(GL_DEPTH_WRITEMASK,&isDepthWriteMask);
glGetBooleanv(GL_DEPTH_TEST,&isDepthTest);
// printf ("GlDepthMask=%d; GlDepthTest=%d\n", depthwritemask, depthtest);
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_EDGE_FLAG_ARRAY);
glDisableClientState(GL_INDEX_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
if (!isDepthTest) {
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
glClearDepth(1.);
glClear(GL_DEPTH_BUFFER_BIT);
}
TColStd_MapIteratorOfPackedMapOfInteger anIterM(thisView->myExListId);
for (; anIterM.More(); anIterM.Next())
if (anIterM.Key() != 0) {
#ifdef ARRAY_LISTS
glDeleteLists (anIterM.Key(), 5);
#else
glDeleteLists (anIterM.Key(), 1);
}
#endif
thisView->myExListId.Clear();
for (anIter = thisView->myContexts; anIter.More(); anIter.Next())
anIter.Value()->redraw (thisView, NIS_Drawer::Draw_Normal);
// #818151 - selected object is hidden by covered unselected one
// display hilighted objects always above the rest ones
if (thisView->myIsTopHilight == Standard_True) {
glDepthFunc(GL_ALWAYS);
}
for (anIter = thisView->myContexts; anIter.More(); anIter.Next())
anIter.Value()->redraw (thisView, NIS_Drawer::Draw_Hilighted);
for (anIter = thisView->myContexts; anIter.More(); anIter.Next())
anIter.Value()->redraw (thisView, NIS_Drawer::Draw_DynHilighted);
for (anIter = thisView->myContexts; anIter.More(); anIter.Next())
anIter.Value()->redraw (thisView, NIS_Drawer::Draw_Transparent);
// draw top objects always above
if (thisView->myIsTopHilight == Standard_False) {
glDepthFunc(GL_ALWAYS);
}
for (anIter = thisView->myContexts; anIter.More(); anIter.Next())
anIter.Value()->redraw (thisView, NIS_Drawer::Draw_Top);
return 0;
}
//=======================================================================
//function : DynamicHilight
//purpose :
//=======================================================================
void NIS_View::DynamicHilight (const Standard_Integer theX,
const Standard_Integer theY)
{
myDetected.Clear();
const Handle(NIS_InteractiveObject) aSelected = Pick (theX, theY);
// ASV: if at least one Context returns IsSelectable()==False,
// hilight is canceled, this method returns
if (aSelected.IsNull() == Standard_False) {
if (aSelected->IsSelectable() == Standard_False)
return;
}
if (aSelected != myDynHilighted) {
const Handle(NIS_View) aView (this);
if (myDynHilighted.IsNull() == Standard_False)
if (myDynHilighted->GetDrawer().IsNull() == Standard_False)
myDynHilighted->GetDrawer()->SetDynamicHilighted(Standard_False,
myDynHilighted, aView);
// 30.07.10 - NKV - synchronize behaviour with AIS interactive context (if need)
if (aSelected.IsNull() ||
(myDoHilightSelected == Standard_False &&
aSelected->GetDrawer()->GetContext()->IsSelected(aSelected)))
{
myDynHilighted.Nullify();
}
else {
aSelected->GetDrawer()->SetDynamicHilighted (Standard_True,
aSelected, aView);
myDynHilighted = aSelected;
}
Redraw();
}
}
//=======================================================================
//function : DynamicUnhilight
//purpose :
//=======================================================================
void NIS_View::DynamicUnhilight(const Handle_NIS_InteractiveObject& theObj)
{
if (theObj == myDynHilighted && theObj.IsNull() == Standard_False) {
const Handle(NIS_View) aView (this);
if (myDynHilighted->GetDrawer().IsNull() == Standard_False)
myDynHilighted->GetDrawer()->SetDynamicHilighted (Standard_False,
myDynHilighted, aView);
myDynHilighted.Nullify();
Redraw();
}
}
//=======================================================================
//function : Select
//purpose : selection by single click
//=======================================================================
void NIS_View::Select (const Standard_Integer theX,
const Standard_Integer theY,
const Standard_Boolean isForceMultiple,
const Standard_Boolean theRedraw)
{
myDetected.Clear();
const Handle(NIS_InteractiveObject) aSelected = Pick (theX, theY);
NCollection_List<NIS_InteractiveContext *>::Iterator anIter (myContexts);
for (; anIter.More(); anIter.Next())
anIter.Value()->ProcessSelection (aSelected, isForceMultiple);
if (aSelected == myDynHilighted && aSelected.IsNull() == Standard_False)
{
myDynHilighted.Nullify();
const Handle(NIS_Drawer)& aDrawer = aSelected->GetDrawer();
aDrawer->SetDynamicHilighted (Standard_False, aSelected, this);
}
if (theRedraw) Redraw();
}
//=======================================================================
//function : Select
//purpose : selection by rectange
//=======================================================================
void NIS_View::Select (const Standard_Integer theXmin,
const Standard_Integer theYmin,
const Standard_Integer theXmax,
const Standard_Integer theYmax,
const Standard_Boolean isForceMult,
const Standard_Boolean isFullyIncluded,
const Standard_Boolean theRedraw)
{
myDetected.Clear();
Standard_Real anX, anY, aZ;
if (theXmin == theXmax || theYmin == theYmax)
return;
//Transformed box corresponding to the selected rectangle
Proj (anX, anY, aZ); // vector orthogonal to the view plane
const gp_Dir aProj (anX, anY, aZ);
Convert(theXmin, theYmin, anX, anY, aZ); // 3D point for the 3D coordinates
const gp_Pnt anEye (anX, anY, aZ);
Convert(theXmax, theYmin, anX, anY, aZ); // 3D point for the 3D coordinates
const gp_XYZ anXdir (gp_XYZ(anX, anY, aZ) - anEye.XYZ());
const gp_Ax3 anAx3 (anEye, aProj, anXdir);
gp_Trsf aTrf;
aTrf.SetTransformation (anAx3);
const gp_Trsf aTrfInv = aTrf.Inverted();
Convert(theXmax, theYmax, anX, anY, aZ); // 3D point for the 3D coordinates
gp_XYZ anUpperCorner (anX, anY, aZ);
aTrf.Transforms(anUpperCorner);
// Selecting box
Bnd_B3f aBoxSel;
aBoxSel.Add (gp_XYZ(0., 0., -10000.));
aBoxSel.Add (anUpperCorner);
TColStd_PackedMapOfInteger mapSelected;
NCollection_List<NIS_InteractiveContext *>::Iterator anIterC (myContexts);
for (; anIterC.More(); anIterC.Next()) {
NIS_InteractiveContext * pCtx = anIterC.Value();
mapSelected.Clear();
pCtx->selectObjects (mapSelected, aBoxSel, aTrfInv, aTrf, isFullyIncluded);
pCtx->ProcessSelection (mapSelected, isForceMult);
}
if (theRedraw) Redraw();
}
//=======================================================================
//function : Select
//purpose : Selection by polygon
//=======================================================================
void NIS_View::Select (const NCollection_List<gp_XY> &thePolygon,
const Standard_Boolean isForceMult,
const Standard_Boolean isFullyIncluded,
const Standard_Boolean theRedraw)
{
myDetected.Clear();
if (thePolygon.IsEmpty())
return;
Standard_Real anX, anY, aZ;
//Transformed box corresponding to the selected rectangle
Proj (anX, anY, aZ); // vector orthogonal to the view plane
const gp_Dir aProj (anX, anY, aZ);
const gp_XY &aPf = thePolygon.First();
// 3D point for the 3D coordinates
Convert((Standard_Integer) aPf.X(), (Standard_Integer) aPf.Y(), anX, anY, aZ);
const gp_Pnt anEye (anX, anY, aZ);
// 3D point for the 3D coordinates
const gp_XY &aPl = thePolygon.Last();
Convert((Standard_Integer) aPl.X(), (Standard_Integer) aPl.Y(), anX, anY, aZ);
// Compute transformation.
const gp_XYZ anXdir (gp_XYZ(anX, anY, aZ) - anEye.XYZ());
if (anXdir.Modulus() <= gp::Resolution())
{
return;
}
const gp_Ax3 anAx3 (anEye, aProj, anXdir);
gp_Trsf aTrf;
aTrf.SetTransformation (anAx3);
// Prepare list of 2d points of selection polygon.
NCollection_List<gp_XY> aPoints;
NCollection_List<gp_XY>::Iterator anIter(thePolygon);
Bnd_B2f aPolyBox;
for (; anIter.More(); anIter.Next()) {
const gp_XY &aP = anIter.Value();
Convert((Standard_Integer) aP.X(), (Standard_Integer) aP.Y(), anX, anY, aZ);
gp_XYZ aP3d(anX, anY, aZ);
aTrf.Transforms(aP3d);
gp_XY aP2d(aP3d.X(), aP3d.Y());
aPoints.Append(aP2d);
aPolyBox.Add(aP2d);
}
TColStd_PackedMapOfInteger mapSelected;
NCollection_List<NIS_InteractiveContext *>::Iterator anIterC(myContexts);
for (; anIterC.More(); anIterC.Next()) {
NIS_InteractiveContext * pCtx = anIterC.Value();
mapSelected.Clear();
pCtx->selectObjects (mapSelected, aPoints, aPolyBox, aTrf, isFullyIncluded);
pCtx->ProcessSelection (mapSelected, isForceMult);
}
if (theRedraw) Redraw();
}
//=======================================================================
//function : Pick
//purpose :
//=======================================================================
Handle_NIS_InteractiveObject NIS_View::Pick (const Standard_Integer theX,
const Standard_Integer theY)
{
// Find the ray passing through the clicked point in the view window.
Standard_Real anX, anY, aZ, anOver;
Convert(theX, theY, anX, anY, aZ); // 3D point for the 3D coordinates
const gp_Pnt anEye (anX, anY, aZ);
Proj (anX, anY, aZ); // vector orthogonal to the view plane
const gp_Dir aProj (-anX, -anY, -aZ);
const gp_Ax1 anAxis (anEye, aProj);
Convert (theX+1, theY+1, anX, anY, aZ);
anOver = ((gp_XYZ(anX, anY, aZ) - anEye.XYZ()) ^ aProj.XYZ()).Modulus() * 1.5;
return Pick(anAxis, anOver, Standard_True);
}
//=======================================================================
//function : Pick
//purpose :
//=======================================================================
Handle_NIS_InteractiveObject NIS_View::Pick
(const gp_Ax1& theAxis,
const Standard_Real theOver,
const Standard_Boolean isOnlySelectable)
{
typedef NCollection_List<NIS_InteractiveContext::DetectedEnt> LstDetected;
Standard_Real aDistance (0.1 * RealLast());
Handle(NIS_InteractiveObject) aSelected, aTmpSel;
LstDetected aDetected;
NCollection_List<NIS_InteractiveContext *>::Iterator anIterC (myContexts);
for (; anIterC.More(); anIterC.Next()) {
const Standard_Real aDist =
anIterC.Value()->selectObject (aTmpSel, aDetected, theAxis, theOver,
isOnlySelectable);
if (aDist < aDistance) {
aDistance = aDist;
aSelected = aTmpSel;
}
}
// simple iterating is enough to create list of detected objects
// in the order of increasing distance
myDetected.Clear();
for (LstDetected::Iterator anIt(aDetected); anIt.More(); anIt.Next())
myDetected.Append(anIt.Value().PObj);
return aSelected;
}