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occt/src/V3d/V3d_SpotLight.cxx
abv 2cb4424136 0024805: Eliminate unused static functions and methods: ShallowDump(), ShallowCopy(), STANDARD_TYPE(...)
Implementation of global functions STANDARD_TYPE() for types not inheriting Standard_Transient or Standard_Persistent are eliminated.

Global functions and class methods ShallowCopy() are removed; also removed unused classes Visual3d_PickPath and Visual3d_PickDescriptor.

Global functions and class methods ShallowDump() are removed, except for classes Standard_GUID, TopLoc_Datum, and TopLoc_Location as the latter are still used in some Debug printouts.
2014-04-17 15:59:15 +04:00

325 lines
10 KiB
C++

// Copyright (c) 1999-2014 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.
/***********************************************************************
FONCTION :
----------
Classe V3d_SpotLight :
HISTORIQUE DES MODIFICATIONS :
--------------------------------
00-09-92 : GG ; Creation.
18-06-96 : FMN ; Ajout MyGraphicStructure1 pour sauvegarder snopick
30-03-98 : ZOV ; PRO6774 (reconstruction of the class hierarchy and suppressing useless methods)
02.15.100 : JR : Clutter
************************************************************************/
/*----------------------------------------------------------------------*/
/*
* Includes
*/
#include <V3d.hxx>
#include <V3d_SpotLight.ixx>
#include <Graphic3d_Vector.hxx>
#include <Graphic3d_Vertex.hxx>
#include <Graphic3d_Structure.hxx>
#include <Graphic3d_Group.hxx>
#include <Graphic3d_ArrayOfSegments.hxx>
#include <Graphic3d_AspectMarker3d.hxx>
#include <Graphic3d_AspectLine3d.hxx>
#include <Graphic3d_AspectText3d.hxx>
#include <Visual3d_Light.hxx>
#include <Visual3d_ViewManager.hxx>
#include <Visual3d_ContextPick.hxx>
#include <gp_Dir.hxx>
#include <gp_Ax1.hxx>
#include <gp_Vec.hxx>
#include <gp_Pnt.hxx>
#include <gp_Trsf.hxx>
#include <TCollection_AsciiString.hxx>
V3d_SpotLight::V3d_SpotLight(const Handle(V3d_Viewer)& VM, const Standard_Real X, const Standard_Real Y, const Standard_Real Z, const V3d_TypeOfOrientation Direction, const Quantity_NameOfColor Name, const Standard_Real A1, const Standard_Real A2, const Standard_Real CN, const Standard_Real AN):V3d_PositionLight(VM) {
V3d_BadValue_Raise_if( A1 < 0 || A1 > 1. || A2 < 0 || A2 > 1
|| AN < 0. || AN > M_PI, "V3d_SpotLight, bad coefficient or angle");
Quantity_Color C(Name) ;
Graphic3d_Vector D = V3d::GetProjAxis(Direction) ;
Graphic3d_Vertex P(X,Y,Z) ;
Graphic3d_Vertex T;
MyType = V3d_SPOT ;
MyLight = new Visual3d_Light(C,P,D,CN,A1,A2,AN) ;
// The target is fixed, starting from the light position and the direction.
T.SetCoord(X + D.X(), Y + D.Y(), Z + D.Z());
MyTarget = T;
}
V3d_SpotLight::V3d_SpotLight(const Handle(V3d_Viewer)& VM, const Standard_Real Xt, const Standard_Real Yt, const Standard_Real Zt, const Standard_Real Xp, const Standard_Real Yp, const Standard_Real Zp, const Quantity_NameOfColor Name, const Standard_Real A1, const Standard_Real A2, const Standard_Real CN, const Standard_Real AN):V3d_PositionLight(VM) {
V3d_BadValue_Raise_if( A1 < 0 || A1 > 1. || A2 < 0 || A2 > 1
|| AN < 0. || AN > M_PI, "V3d_SpotLight, bad coefficient or angle");
Quantity_Color C(Name) ;
Graphic3d_Vertex T(Xt,Yt,Zt) ;
Graphic3d_Vertex P(Xp,Yp,Zp) ;
Graphic3d_Vector D(P,T);
MyType = V3d_SPOT ;
D.Normalize();
MyLight = new Visual3d_Light(C,P,D,CN,A1,A2,AN) ;
MyTarget = T;
// La Structure graphique sera initialisee lors de l'affichage.
}
//-Methods, in order
void V3d_SpotLight::SetPosition(const Standard_Real Xp, const Standard_Real Yp, const Standard_Real Zp) {
MyLight->SetPosition (Graphic3d_Vertex (Xp,Yp,Zp));
}
void V3d_SpotLight::SetDirection(const Standard_Real Vx, const Standard_Real Vy, const Standard_Real Vz) {
Graphic3d_Vector D ;
D.SetCoord(Vx,Vy,Vz) ; D.Normalize() ;
MyLight->SetDirection(D) ;
}
void V3d_SpotLight::SetDirection(const V3d_TypeOfOrientation Direction) {
Graphic3d_Vector D = V3d::GetProjAxis(Direction) ;
MyLight->SetDirection(D) ;
}
void V3d_SpotLight::SetAttenuation(const Standard_Real A1, const Standard_Real A2) {
V3d_BadValue_Raise_if( A1 < 0 || A1 > 1. || A2 < 0 || A2 > 1 ,
"V3d_SpotLight::SetAttenuation, bad coefficients");
MyLight->SetAttenuation1(A1) ;
MyLight->SetAttenuation2(A2) ;
}
void V3d_SpotLight::SetConcentration(const Standard_Real C) {
V3d_BadValue_Raise_if( C < 0 || C > 1.,
"V3d_SpotLight::SetConcentration, bad coefficient");
MyLight->SetConcentration(C) ;
}
void V3d_SpotLight::SetAngle(const Standard_Real Angle) {
V3d_BadValue_Raise_if( Angle <= 0. || Angle >= M_PI,
"V3d_SpotLight::SetAngle, bad angle");
MyLight->SetAngle(Angle) ;
}
void V3d_SpotLight::Direction(Standard_Real& Vx, Standard_Real& Vy, Standard_Real& Vz)const {
Quantity_Color C ;
Graphic3d_Vector D ;
Graphic3d_Vertex P ;
Standard_Real CN,A1,A2,AN ;
MyLight->Values(C,P,D,CN,A1,A2,AN) ;
D.Coord(Vx,Vy,Vz) ;
}
void V3d_SpotLight::Position(Standard_Real& Xp, Standard_Real& Yp, Standard_Real& Zp)const {
Quantity_Color C ;
Graphic3d_Vector D ;
Graphic3d_Vertex P ;
Standard_Real CN,A1,A2,AN ;
MyLight->Values(C,P,D,CN,A1,A2,AN) ;
P.Coord(Xp,Yp,Zp) ;
}
void V3d_SpotLight::Attenuation(Standard_Real& A1, Standard_Real& A2) const {
Quantity_Color C ;
Graphic3d_Vector D ;
Graphic3d_Vertex P ;
Standard_Real CN,AN ;
MyLight->Values(C,P,D,CN,A1,A2,AN) ;
}
Standard_Real V3d_SpotLight::Concentration()const
{
Quantity_Color C ;
Graphic3d_Vector D ;
Graphic3d_Vertex P ;
Standard_Real AN,A1,A2,CN ;
MyLight->Values(C,P,D,CN,A1,A2,AN) ;
return CN ;
}
Standard_Real V3d_SpotLight::Angle()const
{
Quantity_Color C ;
Graphic3d_Vector D ;
Graphic3d_Vertex P ;
Standard_Real CN,A1,A2,AN ;
MyLight->Values(C,P,D,CN,A1,A2,AN) ;
return AN ;
}
void V3d_SpotLight::Symbol (const Handle(Graphic3d_Group)& gsymbol,
const Handle(V3d_View)& ) const
{
Standard_Real X,Y,Z;
Standard_Real DX,DY,DZ;
this->Position(X,Y,Z);
this->Direction(DX,DY,DZ);
V3d::ArrowOfRadius(gsymbol,X,Y,Z,-DX,-DY,-DZ,M_PI/8.,this->Radius()/15.);
}
void V3d_SpotLight::Display( const Handle(V3d_View)& aView,
const V3d_TypeOfRepresentation TPres)
{
Graphic3d_Vertex PText ;
Standard_Real X,Y,Z,Rayon;
Standard_Real X0,Y0,Z0,VX,VY,VZ;
Standard_Real X1,Y1,Z1;
Standard_Real DXRef,DYRef,DZRef,DXini,DYini,DZini;
Standard_Real R1,G1,B1;
V3d_TypeOfRepresentation Pres;
V3d_TypeOfUpdate UpdSov;
// Creation of a structure slight of markable elements (position of the
// light, and the domain of lighting represented by a circle)
// Creation of a structure snopick of non-markable elements (target, meridian and
// parallel).//
Pres = TPres;
Handle(V3d_Viewer) TheViewer = aView->Viewer();
UpdSov = TheViewer->UpdateMode();
TheViewer->SetUpdateMode(V3d_WAIT);
if (!MyGraphicStructure.IsNull()) {
MyGraphicStructure->Disconnect(MyGraphicStructure1);
MyGraphicStructure->Clear();
MyGraphicStructure1->Clear();
if (Pres == V3d_SAMELAST) Pres = MyTypeOfRepresentation;
}
else {
if (Pres == V3d_SAMELAST) Pres = V3d_SIMPLE;
Handle(Graphic3d_Structure) slight = new Graphic3d_Structure(TheViewer->Viewer());
MyGraphicStructure = slight;
Handle(Graphic3d_Structure) snopick = new Graphic3d_Structure(TheViewer->Viewer());
MyGraphicStructure1 = snopick;
}
Handle(Graphic3d_Group) gradius, gExtArrow, gIntArrow;
if (Pres == V3d_COMPLETE)
{
gradius = MyGraphicStructure->NewGroup();
gExtArrow = MyGraphicStructure->NewGroup();
gIntArrow = MyGraphicStructure->NewGroup();
}
Handle(Graphic3d_Group) glight = MyGraphicStructure->NewGroup();
Handle(Graphic3d_Group) gsphere;
if (Pres == V3d_COMPLETE
|| Pres == V3d_PARTIAL)
{
gsphere = MyGraphicStructure->NewGroup();
}
Handle(Graphic3d_Group) gnopick = MyGraphicStructure1->NewGroup();
MyGraphicStructure1->SetPick(Standard_False);
X0 = MyTarget.X();
Y0 = MyTarget.Y();
Z0 = MyTarget.Z();
//Display of the position of the light.
this->Color(Quantity_TOC_RGB,R1,G1,B1);
Quantity_Color Col1(R1,G1,B1,Quantity_TOC_RGB);
Handle(Graphic3d_AspectLine3d) Asp1 = new Graphic3d_AspectLine3d();
Asp1->SetColor(Col1);
glight->SetPrimitivesAspect(Asp1);
this->Symbol(glight,aView);
// Display of the reference sphere (limited by circle).
if (Pres == V3d_COMPLETE || Pres == V3d_PARTIAL) {
Rayon = this->Radius();
aView->Proj(VX,VY,VZ);
V3d::CircleInPlane(gsphere,X0,Y0,Z0,VX,VY,VZ,Rayon);
// Display of the radius of the sphere (line + text)
if (Pres == V3d_COMPLETE) {
this->Position(X,Y,Z);
Handle(Graphic3d_ArrayOfSegments) aPrims = new Graphic3d_ArrayOfSegments(2);
aPrims->AddVertex(X0,Y0,Z0);
aPrims->AddVertex(X,Y,Z);
gnopick->AddPrimitiveArray(aPrims);
V3d::ArrowOfRadius(gExtArrow,X-.1*(X-X0),Y-.1*(Y-Y0),Z-.1*(Z-Z0),X-X0,Y-Y0,Z-Z0,M_PI/15.,Rayon/20.);
V3d::ArrowOfRadius(gIntArrow,X0,Y0,Z0,X0-X,Y0-Y,Z0-Z,M_PI/15.,Rayon/20.);
TCollection_AsciiString ValOfRadius(Rayon);
PText.SetCoord( .5*(X0+X), .5*(Y0+Y), .5*(Z0+Z) );
gradius->Text(ValOfRadius.ToCString(),PText,0.01);
}
// Display of the meridian
Quantity_Color Col2(Quantity_NOC_GREEN);
Handle(Graphic3d_AspectLine3d) Asp2 = new Graphic3d_AspectLine3d(Col2,Aspect_TOL_SOLID,1.);
gnopick->SetPrimitivesAspect(Asp2);
// Definition of the axis of the circle
aView->Up(DXRef,DYRef,DZRef);
this->Position(X,Y,Z);
DXini = X-X0; DYini = Y-Y0; DZini = Z-Z0;
VX = DYRef*DZini - DZRef*DYini;
VY = DZRef*DXini - DXRef*DZini;
VZ = DXRef*DYini - DYRef*DXini;
V3d::CircleInPlane(gnopick,X0,Y0,Z0,VX,VY,VZ,Rayon);
// Display of the parallel
// Definition of the axis of the circle
aView->Proj(VX,VY,VZ);
aView->Up(X1,Y1,Z1);
DXRef = VY * Z1 - VZ * Y1;
DYRef = VZ * X1 - VX * Z1;
DZRef = VX * Y1 - VY * X1;
this->Position(X,Y,Z);
DXini = X-X0; DYini = Y-Y0; DZini = Z-Z0;
VX = DYRef*DZini - DZRef*DYini;
VY = DZRef*DXini - DXRef*DZini;
VZ = DXRef*DYini - DYRef*DXini;
V3d::CircleInPlane(gnopick,X0,Y0,Z0,VX,VY,VZ,Rayon);
}
MyGraphicStructure->Connect(MyGraphicStructure1,Graphic3d_TOC_DESCENDANT);
MyTypeOfRepresentation = Pres;
MyGraphicStructure->Display();
TheViewer->SetUpdateMode(UpdSov);
}