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occt/src/VrmlData/VrmlData_Material.cxx
dpasukhi a5a7b3185b Coding - Apply .clang-format formatting #286
Update empty method guards to new style with regex (see PR).
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Update .clang-format with disabling of include sorting.
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2025-01-26 00:43:57 +00:00

330 lines
11 KiB
C++

// Created on: 2007-07-17
// Created by: Alexander GRIGORIEV
// Copyright (c) 2007-2014 OPEN CASCADE SAS
//
// This file is part of Open CASCADE Technology software library.
//
// This library is free software; you can redistribute it and/or modify it under
// the terms of the GNU Lesser General Public License version 2.1 as published
// by the Free Software Foundation, with special exception defined in the file
// OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT
// distribution for complete text of the license and disclaimer of any warranty.
//
// Alternatively, this file may be used under the terms of Open CASCADE
// commercial license or contractual agreement.
#include <VrmlData_Material.hxx>
#include <Precision.hxx>
#include <VrmlData_InBuffer.hxx>
#include <VrmlData_Scene.hxx>
#include <gp_XYZ.hxx>
IMPLEMENT_STANDARD_RTTIEXT(VrmlData_Material, VrmlData_Node)
#ifdef _MSC_VER
#define _CRT_SECURE_NO_DEPRECATE
#pragma warning(disable : 4996)
#endif
namespace
{
static const Standard_Real THE_MAT_PREC = 0.001 * Precision::Confusion();
//=================================================================================================
static bool isValidValue(Standard_Real theVal)
{
return theVal >= -THE_MAT_PREC && theVal <= 1.0 + THE_MAT_PREC;
}
//=================================================================================================
static bool isValidColor(const gp_XYZ& theVec3)
{
return isValidValue(theVec3.X()) && isValidValue(theVec3.Y()) && isValidValue(theVec3.Z());
}
//=================================================================================================
static bool parseColor(VrmlData_ErrorStatus& theStatus,
VrmlData_InBuffer& theBuffer,
gp_XYZ& theColor,
const VrmlData_Scene& theScene)
{
if (!VrmlData_Node::OK(theStatus, VrmlData_Scene::ReadLine(theBuffer)))
{
return false;
}
bool isArray = *theBuffer.LinePtr == '[';
if (isArray)
{
++theBuffer.LinePtr;
}
theStatus = theScene.ReadXYZ(theBuffer, theColor, Standard_False, Standard_False);
if (isArray)
{
if (VrmlData_Node::OK(theStatus, VrmlData_Scene::ReadLine(theBuffer))
&& *theBuffer.LinePtr == ']')
{
++theBuffer.LinePtr;
}
else
{
theStatus = VrmlData_VrmlFormatError;
}
}
if (!isValidColor(theColor))
{
theStatus = VrmlData_IrrelevantNumber;
return false;
}
return true;
}
//=================================================================================================
static bool parseScalar(VrmlData_ErrorStatus& theStatus,
VrmlData_InBuffer& theBuffer,
Standard_Real& theValue,
const VrmlData_Scene& theScene)
{
if (!VrmlData_Node::OK(theStatus, VrmlData_Scene::ReadLine(theBuffer)))
{
return false;
}
bool isArray = *theBuffer.LinePtr == '[';
if (isArray)
{
++theBuffer.LinePtr;
}
theStatus = theScene.ReadReal(theBuffer, theValue, Standard_False, Standard_False);
if (isArray)
{
if (VrmlData_Node::OK(theStatus, VrmlData_Scene::ReadLine(theBuffer))
&& *theBuffer.LinePtr == ']')
{
++theBuffer.LinePtr;
}
else
{
theStatus = VrmlData_VrmlFormatError;
}
}
if (!isValidValue(theValue))
{
theStatus = VrmlData_IrrelevantNumber;
return false;
}
return true;
}
} // namespace
//=======================================================================
// function : VrmlData_Material()
// purpose : Empty Constructor
//=======================================================================
VrmlData_Material::VrmlData_Material()
: myAmbientIntensity(0.2),
myShininess(0.2),
myTransparency(0.),
myAmbientColor(0., 0., 0., Quantity_TOC_RGB),
myDiffuseColor(0.8, 0.8, 0.8, Quantity_TOC_sRGB),
myEmissiveColor(Quantity_NOC_BLACK),
mySpecularColor(Quantity_NOC_BLACK)
{
}
//=================================================================================================
VrmlData_Material::VrmlData_Material(const VrmlData_Scene& theScene,
const char* theName,
const Standard_Real theAmbientIntens,
const Standard_Real theShininess,
const Standard_Real theTransparency)
: VrmlData_Node(theScene, theName),
myAmbientIntensity(theAmbientIntens < 0. ? 0.2 : theAmbientIntens),
myShininess(theShininess < 0. ? 0.2 : theShininess),
myTransparency(theTransparency < 0 ? 0. : theTransparency),
myAmbientColor(0., 0., 0., Quantity_TOC_RGB),
myDiffuseColor(0.8, 0.8, 0.8, Quantity_TOC_sRGB),
myEmissiveColor(Quantity_NOC_BLACK),
mySpecularColor(Quantity_NOC_BLACK)
{
}
//=================================================================================================
Handle(VrmlData_Node) VrmlData_Material::Clone(const Handle(VrmlData_Node)& theOther) const
{
Handle(VrmlData_Material) aResult =
Handle(VrmlData_Material)::DownCast(VrmlData_Node::Clone(theOther));
if (aResult.IsNull())
aResult = new VrmlData_Material(theOther.IsNull() ? Scene() : theOther->Scene(), Name());
aResult->SetAmbientIntensity(myAmbientIntensity);
aResult->SetShininess(myShininess);
aResult->SetTransparency(myTransparency);
aResult->SetAmbientColor(myAmbientColor);
aResult->SetDiffuseColor(myDiffuseColor);
aResult->SetEmissiveColor(myEmissiveColor);
aResult->SetSpecularColor(mySpecularColor);
return aResult;
}
//=================================================================================================
VrmlData_ErrorStatus VrmlData_Material::Read(VrmlData_InBuffer& theBuffer)
{
VrmlData_ErrorStatus aStatus;
Standard_Real anIntensity[3] = {0.2, 0.2, 0.};
gp_XYZ aColor[4] = {gp_XYZ(0.0, 0.0, 0.0),
gp_XYZ(0.8, 0.8, 0.8),
gp_XYZ(0.0, 0.0, 0.0),
gp_XYZ(0.0, 0.0, 0.0)};
while (OK(aStatus, VrmlData_Scene::ReadLine(theBuffer)))
{
if (VRMLDATA_LCOMPARE(theBuffer.LinePtr, "ambientIntensity"))
{
parseScalar(aStatus, theBuffer, anIntensity[0], Scene());
}
else if (VRMLDATA_LCOMPARE(theBuffer.LinePtr, "shininess"))
{
parseScalar(aStatus, theBuffer, anIntensity[1], Scene());
}
else if (VRMLDATA_LCOMPARE(theBuffer.LinePtr, "transparency"))
{
parseScalar(aStatus, theBuffer, anIntensity[2], Scene());
}
else if (VRMLDATA_LCOMPARE(theBuffer.LinePtr, "ambientColor"))
{
parseColor(aStatus, theBuffer, aColor[0], Scene());
}
else if (VRMLDATA_LCOMPARE(theBuffer.LinePtr, "diffuseColor"))
{
parseColor(aStatus, theBuffer, aColor[1], Scene());
}
else if (VRMLDATA_LCOMPARE(theBuffer.LinePtr, "emissiveColor"))
{
parseColor(aStatus, theBuffer, aColor[2], Scene());
}
else if (VRMLDATA_LCOMPARE(theBuffer.LinePtr, "specularColor"))
{
parseColor(aStatus, theBuffer, aColor[3], Scene());
}
else
break;
if (!OK(aStatus))
break;
}
// Read the terminating (closing) brace
if (OK(aStatus))
aStatus = readBrace(theBuffer);
// Store the values in the Material node instance
if (OK(aStatus))
{
myAmbientIntensity = anIntensity[0];
myShininess = anIntensity[1];
myTransparency = anIntensity[2];
myAmbientColor.SetValues(aColor[0].X(), aColor[0].Y(), aColor[0].Z(), Quantity_TOC_sRGB);
myDiffuseColor.SetValues(aColor[1].X(), aColor[1].Y(), aColor[1].Z(), Quantity_TOC_sRGB);
myEmissiveColor.SetValues(aColor[2].X(), aColor[2].Y(), aColor[2].Z(), Quantity_TOC_sRGB);
mySpecularColor.SetValues(aColor[3].X(), aColor[3].Y(), aColor[3].Z(), Quantity_TOC_sRGB);
}
return aStatus;
}
//=================================================================================================
VrmlData_ErrorStatus VrmlData_Material::Write(const char* thePrefix) const
{
VrmlData_ErrorStatus aStatus = VrmlData_StatusOK;
const VrmlData_Scene& aScene = Scene();
static char header[] = "Material {";
if (aScene.IsDummyWrite() == Standard_False
&& OK(aStatus, aScene.WriteLine(thePrefix, header, GlobalIndent())))
{
char buf[128];
Standard_Real val[3];
const Quantity_TypeOfColor bidType = Quantity_TOC_sRGB;
constexpr Standard_Real aConf(0.001 * Precision::Confusion());
if (OK(aStatus) && fabs(myAmbientIntensity - 0.2) > aConf)
{
Sprintf(buf, "%.6g", myAmbientIntensity);
aStatus = aScene.WriteLine("ambientIntensity ", buf);
}
if (OK(aStatus))
{
myDiffuseColor.Values(val[0], val[1], val[2], bidType);
if ((val[0] - 0.8) * (val[0] - 0.8) + (val[1] - 0.8) * (val[1] - 0.8)
+ (val[2] - 0.8) * (val[2] - 0.8)
> 1e-7)
{
Sprintf(buf, "%.6g %.6g %.6g", val[0], val[1], val[2]);
aStatus = aScene.WriteLine("diffuseColor ", buf);
}
}
if (OK(aStatus))
{
myEmissiveColor.Values(val[0], val[1], val[2], bidType);
if (val[0] * val[0] + val[1] * val[1] + val[2] * val[2] > 1e-7)
{
Sprintf(buf, "%.6g %.6g %.6g", val[0], val[1], val[2]);
aStatus = aScene.WriteLine("emissiveColor ", buf);
}
}
if (OK(aStatus) && fabs(myShininess - 0.2) > aConf)
{
Sprintf(buf, "%.6g", myShininess);
aStatus = aScene.WriteLine("shininess ", buf);
}
if (OK(aStatus))
{
mySpecularColor.Values(val[0], val[1], val[2], bidType);
if (val[0] * val[0] + val[1] * val[1] + val[2] * val[2] > 1e-7)
{
Sprintf(buf, "%.6g %.6g %.6g", val[0], val[1], val[2]);
aStatus = aScene.WriteLine("specularColor ", buf);
}
}
if (OK(aStatus) && myTransparency > aConf)
{
Sprintf(buf, "%.6g", myTransparency);
aStatus = aScene.WriteLine("transparency ", buf);
}
aStatus = WriteClosing();
}
return aStatus;
}
//=================================================================================================
Standard_Boolean VrmlData_Material::IsDefault() const
{
constexpr Standard_Real aConf(0.001 * Precision::Confusion());
Standard_Boolean aResult(Standard_False);
if (fabs(myAmbientIntensity - 0.2) < aConf && fabs(myShininess - 0.2) < aConf
&& myTransparency < aConf)
{
Standard_Real val[3][3];
const Quantity_TypeOfColor bidType = Quantity_TOC_sRGB;
myDiffuseColor.Values(val[0][0], val[0][1], val[0][2], bidType);
myEmissiveColor.Values(val[1][0], val[1][1], val[1][2], bidType);
mySpecularColor.Values(val[2][0], val[2][1], val[2][2], bidType);
aResult = (((val[0][0] - 0.8) * (val[0][0] - 0.8) + (val[0][1] - 0.8) * (val[0][1] - 0.8)
+ (val[0][2] - 0.8) * (val[0][2] - 0.8)
< 1e-7)
&& (val[1][0] * val[1][0] + val[1][1] * val[1][0] + val[1][2] * val[1][0] < 1e-7)
&& (val[2][0] * val[2][0] + val[2][1] * val[2][0] + val[2][2] * val[2][0] < 1e-7));
}
return aResult;
}