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Structures Graphic3d_CView, Graphic3d_CStructure, Graphic3d_CGroup become classes and their definitions moved from InterfaceGraphic to Graphic3d. Introduced new class OpenGl_Texture as replacement for OpenGl_ResourceTexture class and static functions in OpenGl_TextureBox. Graphic3d_TextureRoot now no more communicate within Graphic3d_GraphicalDriver. Instead class returns image through GetImage() method. OpenGl_AspectFace - avoid possible NULL-dereference OpenGl_Texture::Init() - check gluBuild2DMipmaps() return value OpenGl_Texture - check GL_BGRA_EXT for compatibility OpenGl_Texture - scale NPOT image when required Added more description to Graphic3d_TextureRoot class OpenGl_Texture - added missing break statement for ImgBGR32 case OpenGl_Workspace::setTextureParams() - fixed local variable aFilterMin overrides visibility of early declared variable OpenGl_Workspace::DisableTexture() - reset texture matrix FTGL do not reset texture matrix and corrupt text could be rendered if custom texture has not identity texture matrix.
353 lines
10 KiB
C++
353 lines
10 KiB
C++
// Created by: Kirill GAVRILOV
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// Copyright (c) 2012 OPEN CASCADE SAS
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//
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// The content of this file is subject to the Open CASCADE Technology Public
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// License Version 6.5 (the "License"). You may not use the content of this file
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// except in compliance with the License. Please obtain a copy of the License
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// at http://www.opencascade.org and read it completely before using this file.
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//
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// The Initial Developer of the Original Code is Open CASCADE S.A.S., having its
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// main offices at: 1, place des Freres Montgolfier, 78280 Guyancourt, France.
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//
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// The Original Code and all software distributed under the License is
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// distributed on an "AS IS" basis, without warranty of any kind, and the
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// Initial Developer hereby disclaims all such warranties, including without
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// limitation, any warranties of merchantability, fitness for a particular
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// purpose or non-infringement. Please see the License for the specific terms
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// and conditions governing the rights and limitations under the License.
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#ifndef _NCollection_Vec3_H__
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#define _NCollection_Vec3_H__
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#include <cstring>
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#include <cmath>
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#include <NCollection_Vec2.hxx>
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//! Auxiliary macros to define couple of similar access components as vector methods
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#define NCOLLECTION_VEC_COMPONENTS_3D(theX, theY, theZ) \
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const NCollection_Vec3<Element_t> theX##theY##theZ() const { return NCollection_Vec3<Element_t>(theX(), theY(), theZ()); } \
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const NCollection_Vec3<Element_t> theX##theZ##theY() const { return NCollection_Vec3<Element_t>(theX(), theZ(), theY()); } \
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const NCollection_Vec3<Element_t> theY##theX##theZ() const { return NCollection_Vec3<Element_t>(theY(), theX(), theZ()); } \
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const NCollection_Vec3<Element_t> theY##theZ##theX() const { return NCollection_Vec3<Element_t>(theY(), theZ(), theX()); } \
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const NCollection_Vec3<Element_t> theZ##theY##theX() const { return NCollection_Vec3<Element_t>(theZ(), theY(), theX()); } \
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const NCollection_Vec3<Element_t> theZ##theX##theY() const { return NCollection_Vec3<Element_t>(theZ(), theX(), theY()); }
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//! Generic 3-components vector.
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//! To be used as RGB color pixel or XYZ 3D-point.
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//! The main target for this class - to handle raw low-level arrays (from/to graphic driver etc.).
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template<typename Element_t>
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class NCollection_Vec3
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{
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public:
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//! Returns the number of components.
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static int Length()
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{
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return 3;
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}
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//! Empty constructor. Construct the zero vector.
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NCollection_Vec3()
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{
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std::memset (this, 0, sizeof(NCollection_Vec3));
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}
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//! Initialize ALL components of vector within specified value.
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explicit NCollection_Vec3 (Element_t theValue)
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{
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v[0] = v[1] = v[2] = theValue;
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}
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//! Per-component constructor.
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explicit NCollection_Vec3 (const Element_t theX,
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const Element_t theY,
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const Element_t theZ)
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{
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v[0] = theX;
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v[1] = theY;
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v[2] = theZ;
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}
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//! Constructor from 2-components vector.
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explicit NCollection_Vec3 (const NCollection_Vec2<Element_t>& theVec2)
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{
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v[0] = theVec2[0];
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v[1] = theVec2[1];
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v[2] = Element_t(0);
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}
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//! Copy constructor.
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NCollection_Vec3 (const NCollection_Vec3& theVec3)
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{
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std::memcpy (this, &theVec3, sizeof(NCollection_Vec3));
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}
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//! Assignment operator.
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const NCollection_Vec3& operator= (const NCollection_Vec3& theVec3)
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{
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std::memcpy (this, &theVec3, sizeof(NCollection_Vec3));
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return *this;
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}
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//! Alias to 1st component as X coordinate in XYZ.
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Element_t x() const { return v[0]; }
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//! Alias to 1st component as RED channel in RGB.
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Element_t r() const { return v[0]; }
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//! Alias to 2nd component as Y coordinate in XYZ.
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Element_t y() const { return v[1]; }
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//! Alias to 2nd component as GREEN channel in RGB.
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Element_t g() const { return v[1]; }
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//! Alias to 3rd component as Z coordinate in XYZ.
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Element_t z() const { return v[2]; }
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//! Alias to 3rd component as BLUE channel in RGB.
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Element_t b() const { return v[2]; }
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//! @return 2 components by their names in specified order (in GLSL-style)
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NCOLLECTION_VEC_COMPONENTS_2D(x, y);
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NCOLLECTION_VEC_COMPONENTS_2D(x, z);
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NCOLLECTION_VEC_COMPONENTS_2D(y, z);
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//! @return 3 components by their names in specified order (in GLSL-style)
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NCOLLECTION_VEC_COMPONENTS_3D(x, y, z);
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//! Alias to 1st component as X coordinate in XYZ.
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Element_t& x() { return v[0]; }
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//! Alias to 1st component as RED channel in RGB.
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Element_t& r() { return v[0]; }
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//! Alias to 2nd component as Y coordinate in XYZ.
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Element_t& y() { return v[1]; }
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//! Alias to 2nd component as GREEN channel in RGB.
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Element_t& g() { return v[1]; }
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//! Alias to 3rd component as Z coordinate in XYZ.
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Element_t& z() { return v[2]; }
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//! Alias to 3rd component as BLUE channel in RGB.
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Element_t& b() { return v[2]; }
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//! @return XY-components modifiable vector
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NCollection_Vec2<Element_t>& xy()
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{
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return *((NCollection_Vec2<Element_t>* )&v[0]);
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}
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//! @return YZ-components modifiable vector
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NCollection_Vec2<Element_t>& yz()
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{
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return *((NCollection_Vec2<Element_t>* )&v[1]);
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}
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//! Raw access to the data (for OpenGL exchange).
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const Element_t* GetData() const { return v; }
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operator const Element_t*() const { return v; }
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operator Element_t*() { return v; }
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//! Compute per-component summary.
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NCollection_Vec3& operator+= (const NCollection_Vec3& theAdd)
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{
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v[0] += theAdd.v[0];
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v[1] += theAdd.v[1];
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v[2] += theAdd.v[2];
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return *this;
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}
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//! Compute per-component summary.
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friend NCollection_Vec3 operator+ (const NCollection_Vec3& theLeft,
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const NCollection_Vec3& theRight)
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{
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NCollection_Vec3 aSumm = NCollection_Vec3 (theLeft);
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return aSumm += theRight;
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}
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//! Unary -.
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NCollection_Vec3 operator-() const
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{
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return NCollection_Vec3 (-x(), -y(), -z());
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}
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//! Compute per-component subtraction.
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NCollection_Vec3& operator-= (const NCollection_Vec3& theDec)
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{
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v[0] -= theDec.v[0];
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v[1] -= theDec.v[1];
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v[2] -= theDec.v[2];
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return *this;
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}
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//! Compute per-component subtraction.
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friend NCollection_Vec3 operator- (const NCollection_Vec3& theLeft,
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const NCollection_Vec3& theRight)
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{
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NCollection_Vec3 aSumm = NCollection_Vec3 (theLeft);
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return aSumm -= theRight;
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}
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//! Compute per-component multiplication by scale factor.
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void Multiply (const Element_t theFactor)
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{
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v[0] *= theFactor;
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v[1] *= theFactor;
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v[2] *= theFactor;
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}
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//! Compute per-component multiplication.
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NCollection_Vec3& operator*= (const NCollection_Vec3& theRight)
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{
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v[0] *= theRight.v[0];
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v[1] *= theRight.v[1];
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v[2] *= theRight.v[2];
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return *this;
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}
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//! Compute per-component multiplication.
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friend NCollection_Vec3 operator* (const NCollection_Vec3& theLeft,
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const NCollection_Vec3& theRight)
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{
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NCollection_Vec3 aResult = NCollection_Vec3 (theLeft);
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return aResult *= theRight;
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}
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//! Compute per-component multiplication by scale factor.
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NCollection_Vec3& operator*= (const Element_t theFactor)
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{
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Multiply (theFactor);
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return *this;
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}
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//! Compute per-component multiplication by scale factor.
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NCollection_Vec3 operator* (const Element_t theFactor) const
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{
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return Multiplied (theFactor);
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}
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//! Compute per-component multiplication by scale factor.
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NCollection_Vec3 Multiplied (const Element_t theFactor) const
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{
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NCollection_Vec3 aCopyVec3 (*this);
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aCopyVec3 *= theFactor;
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return aCopyVec3;
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}
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//! Compute per-component division by scale factor.
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NCollection_Vec3& operator/= (const Element_t theInvFactor)
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{
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v[0] /= theInvFactor;
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v[1] /= theInvFactor;
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v[2] /= theInvFactor;
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return *this;
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}
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//! Compute per-component division by scale factor.
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NCollection_Vec3 operator/ (const Element_t theInvFactor)
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{
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NCollection_Vec3 aResult (this);
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return aResult /= theInvFactor;
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}
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//! Computes the dot product.
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Element_t Dot (const NCollection_Vec3& theOther) const
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{
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return x() * theOther.x() + y() * theOther.y() + z() * theOther.z();
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}
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//! Computes the vector modulus (magnitude, length).
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Element_t Modulus() const
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{
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return std::sqrt (x() * x() + y() * y() + z() * z());
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}
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//! Computes the square of vector modulus (magnitude, length).
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//! This method may be used for performance tricks.
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Element_t SquareModulus() const
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{
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return x() * x() + y() * y() + z() * z();
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}
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//! Normalize the vector.
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void Normalize()
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{
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Element_t aModulus = Modulus();
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if (aModulus != Element_t(0)) // just avoid divide by zero
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{
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x() = x() / aModulus;
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y() = y() / aModulus;
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z() = z() / aModulus;
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}
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}
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//! Normalize the vector.
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NCollection_Vec3 Normalized() const
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{
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NCollection_Vec3 aCopy (*this);
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aCopy.Normalize();
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return aCopy;
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}
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//! Computes the cross product.
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static NCollection_Vec3 Cross (const NCollection_Vec3& theVec1,
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const NCollection_Vec3& theVec2)
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{
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return NCollection_Vec3(theVec1.y() * theVec2.z() - theVec1.z() * theVec2.y(),
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theVec1.z() * theVec2.x() - theVec1.x() * theVec2.z(),
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theVec1.x() * theVec2.y() - theVec1.y() * theVec2.x());
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}
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//! Compute linear interpolation between to vectors.
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//! @param theT - interpolation coefficient 0..1;
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//! @return interpolation result.
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static NCollection_Vec3 GetLERP (const NCollection_Vec3& theFrom,
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const NCollection_Vec3& theTo,
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const Element_t theT)
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{
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return theFrom * (Element_t(1) - theT) + theTo * theT;
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}
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//! Constuct DX unit vector.
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static NCollection_Vec3 DX()
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{
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return NCollection_Vec3 (Element_t(1), Element_t(0), Element_t(0));
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}
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//! Constuct DY unit vector.
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static NCollection_Vec3 DY()
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{
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return NCollection_Vec3 (Element_t(0), Element_t(1), Element_t(0));
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}
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//! Constuct DZ unit vector.
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static NCollection_Vec3 DZ()
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{
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return NCollection_Vec3 (Element_t(0), Element_t(0), Element_t(1));
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}
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private:
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Element_t v[3]; //!< define the vector as array to avoid structure alignment issues
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};
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//! Optimized concretization for float type.
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template<> inline NCollection_Vec3<float>& NCollection_Vec3<float>::operator/= (const float theInvFactor)
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{
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Multiply (1.0f / theInvFactor);
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return *this;
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}
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//! Optimized concretization for double type.
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template<> inline NCollection_Vec3<double>& NCollection_Vec3<double>::operator/= (const double theInvFactor)
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{
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Multiply (1.0 / theInvFactor);
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return *this;
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}
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#endif // _NCollection_Vec3_H__
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