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When using AIS_AnimationObject, linear interpolation is performed from one gp_Trsf transformation to another. But when an object rotates around a specific axis, the object moves not along a linear trajectory, but along a circle. Therefore, a separate class AIS_AnimationAxisRotation was created that allows to animate rotation around a specific axis. Test case tests/v3d/bugs/bug32570 was added.
52 lines
2.2 KiB
C++
52 lines
2.2 KiB
C++
// Copyright (c) 2023 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 <AIS_AnimationAxisRotation.hxx>
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IMPLEMENT_STANDARD_RTTIEXT(AIS_AnimationAxisRotation, AIS_BaseAnimationObject)
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//=============================================================================
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//function : Constructor
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//purpose :
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//=============================================================================
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AIS_AnimationAxisRotation::AIS_AnimationAxisRotation (const TCollection_AsciiString& theAnimationName,
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const Handle(AIS_InteractiveContext)& theContext,
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const Handle(AIS_InteractiveObject)& theObject,
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const gp_Ax1& theAxis,
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const Standard_Real theAngleStart,
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const Standard_Real theAngleEnd)
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: AIS_BaseAnimationObject (theAnimationName, theContext, theObject),
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myRotAxis (theAxis),
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myAngleStart (theAngleStart),
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myAngleEnd (theAngleEnd)
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{
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//
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}
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//=============================================================================
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//function : update
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//purpose :
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//=============================================================================
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void AIS_AnimationAxisRotation::update (const AIS_AnimationProgress& theProgress)
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{
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if (myObject.IsNull())
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{
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return;
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}
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gp_Trsf aTrsf;
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Standard_Real aCurrentAngle = (1.0 - theProgress.LocalNormalized) * myAngleStart + theProgress.LocalNormalized * myAngleEnd;
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aTrsf.SetRotation (myRotAxis, aCurrentAngle);
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updateTrsf (aTrsf);
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}
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