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occt/src/V3d/V3d_Viewer_2.cxx
san 426dc099e9 0024267: Exception in Visual3d_ViewManager::Redraw() when color scale is displayed
Removing V3d_Viewer::Init() and the default views created internally by the viewer.
2013-10-24 16:03:33 +04:00

117 lines
3.5 KiB
C++
Executable File

// Copyright (c) 1999-2012 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 <V3d_Viewer.jxx>
#include <Visual3d_Light.hxx>
#include <V3d_DirectionalLight.hxx>
#include <V3d_PositionalLight.hxx>
#include <V3d_AmbientLight.hxx>
#include <V3d_BadValue.hxx>
#include <V3d.hxx>
void V3d_Viewer::UpdateLights() {
for (InitActiveViews();MoreActiveViews();NextActiveViews()){
ActiveView()->UpdateLights();
}
}
void V3d_Viewer::SetLightOn( const Handle(V3d_Light)& TheLight ) {
if(!MyActiveLights.Contains(TheLight)) {
// V3d_BadValue_Raise_if( MyActiveLights.Extent() >= Visual3d_Light::Limit(),
// "too many lights");
MyActiveLights.Append(TheLight) ;
}
for (InitActiveViews();MoreActiveViews();NextActiveViews()){
ActiveView()->SetLightOn(TheLight);}
}
void V3d_Viewer::SetLightOff( const Handle(V3d_Light)& TheLight ) {
MyActiveLights.Remove(TheLight);
for (InitActiveViews();MoreActiveViews();NextActiveViews()) {
ActiveView()->SetLightOff(TheLight);}
}
void V3d_Viewer::SetLightOn() {
for (InitDefinedLights();MoreDefinedLights();NextDefinedLights()) {
if(!MyActiveLights.Contains(DefinedLight())) {
// V3d_BadValue_Raise_if( MyActiveLights.Extent() >= Visual3d_Light::Limit(),
// "too many lights");
MyActiveLights.Append(DefinedLight());
for (InitActiveViews();MoreActiveViews();NextActiveViews()) {
ActiveView()->SetLightOn(DefinedLight());}
}
}
}
void V3d_Viewer::SetLightOff() {
for (InitActiveLights();MoreActiveLights();NextActiveLights()) {
for(InitActiveViews();MoreActiveViews();NextActiveViews()){
ActiveView()->SetLightOff(ActiveLight());}
}
MyActiveLights.Clear();
}
void V3d_Viewer::SetCurrentSelectedLight(const Handle(V3d_Light)& TheLight) {
MyCurrentSelectedLight = TheLight;
}
void V3d_Viewer::ClearCurrentSelectedLight() {
MyCurrentSelectedLight = NULL;
}
Handle(V3d_Light) V3d_Viewer::CurrentSelectedLight() const {
return MyCurrentSelectedLight;
}
Standard_Boolean V3d_Viewer::IsGlobalLight(const Handle(V3d_Light)& TheLight)
const {
return MyActiveLights.Contains(TheLight);
}
void V3d_Viewer::AddLight( const Handle(V3d_Light)& TheLight ) {
MyDefinedLights.Append(TheLight);
}
void V3d_Viewer::DelLight( const Handle(V3d_Light)& TheLight ) {
SetLightOff(TheLight);
MyDefinedLights.Remove(TheLight);
}
void V3d_Viewer::SetDefaultLights()
{
while (MyDefinedLights.Extent() > 0)
{
DelLight ((Handle(V3d_Light)&)MyDefinedLights.First());
}
SetLightOn (new V3d_DirectionalLight (this, V3d_Zneg, Quantity_NOC_WHITE, Standard_True));
SetLightOn (new V3d_AmbientLight (this));
}