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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)
65 lines
2.6 KiB
C++
65 lines
2.6 KiB
C++
// Created on: 1995-07-27
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// Created by: Modelistation
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// Copyright (c) 1995-1999 Matra Datavision
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// Copyright (c) 1999-2014 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_ToolCylinder.hxx>
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#include <Graphic3d_ArrayOfTriangles.hxx>
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#include <Poly_Array1OfTriangle.hxx>
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#include <StdPrs_ToolQuadric.hxx>
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//=======================================================================
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//function : Constructor
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//purpose :
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//=======================================================================
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StdPrs_ToolCylinder::StdPrs_ToolCylinder (const Standard_ShortReal theBottomRad,
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const Standard_ShortReal theTopRad,
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const Standard_ShortReal theHeight,
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const Standard_Integer theSlicesNb,
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const Standard_Integer theStacksNb)
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: myBottomRadius (theBottomRad),
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myTopRadius (theTopRad),
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myHeight (theHeight)
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{
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myStacksNb = theStacksNb;
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mySlicesNb = theSlicesNb;
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}
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//=======================================================================
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//function : Vertex
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//purpose :
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//=======================================================================
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gp_Pnt StdPrs_ToolCylinder::Vertex (const Standard_Real theU, const Standard_Real theV)
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{
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const Standard_ShortReal aU = static_cast<Standard_ShortReal> (theU * M_PI * 2.0);
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const Standard_ShortReal aRadius = myBottomRadius + (myTopRadius - myBottomRadius) * (Standard_ShortReal)theV;
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return gp_Pnt (cosf(aU) * aRadius,
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sinf(aU) * aRadius,
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theV * myHeight);
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}
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//=======================================================================
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//function : Add
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//purpose :
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//=======================================================================
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gp_Dir StdPrs_ToolCylinder::Normal (const Standard_Real theU, const Standard_Real /*theV*/)
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{
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const Standard_ShortReal aU = static_cast<Standard_ShortReal> (theU * M_PI * 2.0);
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return gp_Dir (gp_Vec(cosf(aU) * myHeight,
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sinf(aU) * myHeight,
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myBottomRadius - myTopRadius).Normalized().XYZ());
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}
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