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Color scale is implemented on AIS. Draw command vcolorscale now works with AIS_ColorScale. In a qt sample VoxelDemo there was added a field AIS_ColorScale myColorsScale to control a color scale. Method displayColorScale and other methods were changed in order to work with this field.
193 lines
5.8 KiB
C++
193 lines
5.8 KiB
C++
// Copyright (c) 1999-2014 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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/***********************************************************************/
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/* FUNCTION :
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----------
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File V3d_View_1.cxx : */
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/*----------------------------------------------------------------------*/
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/*
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* Includes
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*/
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#include <Aspect_GradientBackground.hxx>
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#include <Aspect_Grid.hxx>
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#include <Aspect_Window.hxx>
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#include <Bnd_Box.hxx>
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#include <gp_Ax3.hxx>
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#include <gp_Dir.hxx>
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#include <Graphic3d_Group.hxx>
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#include <Graphic3d_Structure.hxx>
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#include <Graphic3d_TextureEnv.hxx>
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#include <Graphic3d_Vector.hxx>
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#include <Quantity_Color.hxx>
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#include <Standard_MultiplyDefined.hxx>
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#include <Standard_TypeMismatch.hxx>
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#include <V3d_BadValue.hxx>
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#include <V3d_LayerMgr.hxx>
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#include <V3d_Light.hxx>
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#include <V3d_UnMapped.hxx>
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#include <V3d_View.hxx>
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#include <V3d_Viewer.hxx>
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#include <Visual3d_View.hxx>
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/*----------------------------------------------------------------------*/
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void V3d_View::SetAntialiasingOn() {
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MyViewContext.SetAliasingOn() ;
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MyView->SetContext(MyViewContext) ;
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}
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void V3d_View::SetAntialiasingOff() {
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MyViewContext.SetAliasingOff() ;
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MyView->SetContext(MyViewContext) ;
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}
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/*----------------------------------------------------------------------*/
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void V3d_View::SetZClippingDepth(const Standard_Real Depth) {
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Standard_Real Front,Back,Width ;
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Front = MyViewContext.ZClippingFrontPlane() ;
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Back = MyViewContext.ZClippingBackPlane() ;
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Width = Front - Back ;
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Front = Depth + Width/2. ;
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Back = Depth - Width/2. ;
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MyViewContext.SetZClippingBackPlane(Back) ;
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MyViewContext.SetZClippingFrontPlane(Front) ;
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MyView->SetContext(MyViewContext) ;
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}
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/*----------------------------------------------------------------------*/
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void V3d_View::SetZClippingWidth(const Standard_Real Width) {
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Standard_Real Front,Back,Depth ;
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V3d_BadValue_Raise_if( Width <= 0.,"V3d_View::SetZClippingWidth, bad width");
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Front = MyViewContext.ZClippingFrontPlane() ;
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Back = MyViewContext.ZClippingBackPlane() ;
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Depth = (Front + Back)/2. ;
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Front = Depth + Width/2. ;
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Back = Depth - Width/2. ;
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MyViewContext.SetZClippingBackPlane(Back) ;
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MyViewContext.SetZClippingFrontPlane(Front) ;
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MyView->SetContext(MyViewContext) ;
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}
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/*----------------------------------------------------------------------*/
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void V3d_View::SetZClippingType(const V3d_TypeOfZclipping Type) {
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switch (Type) {
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case V3d_OFF :
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MyViewContext.SetZClippingOff() ;
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break ;
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case V3d_BACK :
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MyViewContext.SetBackZClippingOn() ;
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MyViewContext.SetFrontZClippingOff() ;
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break ;
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case V3d_FRONT :
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MyViewContext.SetFrontZClippingOn() ;
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MyViewContext.SetBackZClippingOff() ;
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break ;
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case V3d_SLICE :
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MyViewContext.SetZClippingOn() ;
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break ;
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}
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MyView->SetContext(MyViewContext) ;
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}
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/*----------------------------------------------------------------------*/
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V3d_TypeOfZclipping V3d_View::ZClipping(Standard_Real& Depth, Standard_Real& Width) const {
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V3d_TypeOfZclipping T = V3d_OFF ;
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Standard_Real Front,Back ;
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Standard_Boolean Aback,Afront ;
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Back = MyViewContext.ZClippingBackPlane() ;
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Front = MyViewContext.ZClippingFrontPlane() ;
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Aback = MyViewContext.BackZClippingIsOn() ;
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Afront = MyViewContext.FrontZClippingIsOn() ;
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Width = Front - Back ;
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Depth = (Front + Back)/2. ;
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if( Aback ) {
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if( Afront ) T = V3d_SLICE ;
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else T = V3d_BACK ;
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} else if( Afront ) T = V3d_FRONT ;
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return T ;
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}
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/*----------------------------------------------------------------------*/
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void V3d_View::SetZCueingDepth(const Standard_Real Depth) {
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Standard_Real Front,Back,Width ;
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Front = MyViewContext.DepthCueingFrontPlane() ;
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Back = MyViewContext.DepthCueingBackPlane() ;
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Width = Front - Back ;
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Front = Depth + Width/2. ;
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Back = Depth - Width/2. ;
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MyViewContext.SetDepthCueingBackPlane(Back) ;
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MyViewContext.SetDepthCueingFrontPlane(Front) ;
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MyView->SetContext(MyViewContext) ;
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}
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/*----------------------------------------------------------------------*/
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void V3d_View::SetZCueingWidth(const Standard_Real Width) {
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Standard_Real Front,Back,Depth ;
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V3d_BadValue_Raise_if( Width <= 0.,"V3d_View::SetZCueingWidth, bad width");
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Front = MyViewContext.DepthCueingFrontPlane() ;
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Back = MyViewContext.DepthCueingBackPlane() ;
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Depth = (Front + Back)/2. ;
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Front = Depth + Width/2. ;
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Back = Depth - Width/2. ;
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MyViewContext.SetDepthCueingBackPlane(Back) ;
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MyViewContext.SetDepthCueingFrontPlane(Front) ;
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MyView->SetContext(MyViewContext) ;
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}
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/*----------------------------------------------------------------------*/
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void V3d_View::SetZCueingOn() {
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MyViewContext.SetDepthCueingOn() ;
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MyView->SetContext(MyViewContext) ;
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}
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/*----------------------------------------------------------------------*/
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void V3d_View::SetZCueingOff() {
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MyViewContext.SetDepthCueingOff() ;
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MyView->SetContext(MyViewContext) ;
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}
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/*----------------------------------------------------------------------*/
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Standard_Boolean V3d_View::ZCueing(Standard_Real& Depth, Standard_Real& Width)const {
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Standard_Boolean Z = MyViewContext.DepthCueingIsOn() ;
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Standard_Real Front,Back ;
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Back = MyViewContext.DepthCueingBackPlane() ;
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Front = MyViewContext.DepthCueingFrontPlane() ;
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Width = Front - Back ;
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Depth = (Front + Back)/2. ;
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return Z ;
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}
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/*----------------------------------------------------------------------*/
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