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occt/src/V3d/V3d_View.cxx
duv 6bc6a6fc07 0024996: Visualization - newly displayed objects are clipped until first
camera movement

AutoZFit operation now may be applied on Visual3d_View level.
Visual3d_View tracks Graphic3d_Structure updates and call AutoZFit within
Visual3d_View::Redraw if necessary.
In order to get AutoZFit functionality on Visual3d_View level ZfitAll
method moved from V3d_View into Graphic3d_Camera. AutoZFit method and
AutoZFitMode flag now part of Visual3d_View.

Test case for issue CR24996
2014-07-17 13:47:38 +04:00

3226 lines
106 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_View :
HISTORIQUE DES MODIFICATIONS :
--------------------------------
00-09-92 : GG ; Creation.
02-10-96 : FMN ; Suppression appel Redraw sans MustBeResized()
05-06-97 : FMN ; Correction FitAll()
30-06-97 : GG ; Correction + Optimisation de Panning(...)
On fait la translation + le zoom en une seule
operation au lieu de 2 precedemment qui etait buggee.
09-07-97 : FMN ; Correction FitAll() sur le Ratio
16-07-97 : FMN ; Correction FitAll() sur le calcul de la Box
22-07-97 : FMN ; Ajout mode RetainMode pour le Transient
15-12-97 : FMN ; Ajout texture mapping
17-12-97 : FMN ; CTS19129 Correction FitAll() multiple
18-12-97 : FMN ; Ajout mode Ajout
24-12-97 : FMN ; Remplacement de math par MathGra
24-12-97 : CQO ; BUC50037 Xw_Window -> Aspect_Window
31-12-97 : CAL ; Remplacement de MathGra par Array2OfReal
07-01-98 : CAL ; Ajout de la methode DoMapping.
07-01-98 : CAL ; Retrait de tous les "this->" inutiles
21-01-98 : CAL ; Remplacement des Window->Position () par Window->Size ()
27-01-98 : FMN ; PERF: OPTIMISATION LOADER (LOPTIM)
12-02-98 : GG ; Reactivation du Redraw dans MustBeResized()
23-02-98 : FMN ; Remplacement PI par Standard_PI
25-02-98 : FMN ; PERF.27: Optimisation of view creation from existing view
11-03-98 : STT ; S3558
19-03-98 : FMN ; Probleme dans FitAll car la methode WNT_Window::Size(Real,Real)
ne marche pas.
08-04-98 : STT ; suppr. S3558
10-04-98 : CAL ; Ajout des methodes RefToPix et PixToRef
13-06-98 : FMN ; Probleme dans FitAll car la methode WNT_Window::Size(Real,Real)
ne marche pas. Contournement en appelant WNT_Window::Size(Int,Int).
16-08-98 : CAL ; S3892. Ajout grilles 3d.
09-09-98 : CAL ; S3892. Generalisation de TrsPoint.
06-10-98 : CAL ; Ajout d'un TIMER si CSF_GraphicTimer est definie.
16-10-98 : CAL ; Retrait d'un TIMER si CSF_GraphicTimer est definie.
06-11-98 : CAL ; PRO ?????. Probleme dans ZFitAll si un point dans la vue.
13-06-98 : FMN ; PRO14896: Correction sur la gestion de la perspective (cf Programming Guinde)
29-OCT-98 : DCB : Adding ScreenCopy () method.
10-11-99 : GG ; PRO19603 Add Redraw( area ) method
IMP130100 : GG
-> Don't increase too much the ZSize.
-> Initialize correctly the Z clipping and D cueing
planes.
IMP100701 : SZV ; Add ToPixMap() method
REMARQUES :
-----------
About FitAll() multiple. This probleme is caused by missing
precision of transformation matrices. If it is supposed that
projection is made in the plane (U,V), there is a difference
after several Zoom - compared to the exact value (cf ZoomX).
Don't forget that the matrices work in float and not in double.
To solve the problem (for lack of a better solution) I make 2 passes.
************************************************************************/
//GER61351 //GG_15/12/99 Add SetBackgroundColor() and BackgroundColor() methods
#define IMP020300 //GG Don't use ZFitAll in during Rotation
// for perf improvment
#define IMP210600 //GG Avoid to have infinite loop when call Rotation() method
// without call before StartRotation().
// This problem occurs when CTRL MB3 is maintain press betwwen 2 views.
#define IMP250900 //GG Enable rotation around screen Z axis when
// rotation begin far the center of the screen.
// Thanks to Patrick REGINSTER (SAMTECH)
// GG 21/12/00 Due to a regression on the previous specifications
// this new functionnality is right now deactivated
// by default (see StartRotation(...,zRotationThreshold)
// method.
#define BUC60952 //GG Enable to rotate around the view axis
// and the required view point
#define RIC120302 //GG Add a NEW SetWindow method which enable
// to connect a graphic widget and context to OGL.
#define IMP260302 //GG To avoid conflicting in Window destructor
// nullify this handle in Remove method
#define OCC280 //SAV fix for FitAll problem in the perspective view.
#define OCC1188 //SAV Added methods to set background image
/*----------------------------------------------------------------------*/
/*
* Includes
*/
#include <Standard_TypeMismatch.hxx>
#include <Standard_ShortReal.hxx>
#include <Standard_Assert.hxx>
#include <Standard_ErrorHandler.hxx>
#include <Standard_DivideByZero.hxx>
#include <Visual3d_ViewManager.hxx>
#include <Visual3d_Light.hxx>
#include <Visual3d_Layer.hxx>
#include <V3d.hxx>
#include <V3d_View.ixx>
#include <V3d_BadValue.hxx>
#include <V3d_StereoDumpOptions.hxx>
#include <Image_AlienPixMap.hxx>
#include <gp_Dir.hxx>
#include <gp_Pln.hxx>
#include <TColStd_Array2OfReal.hxx>
#include <TColStd_HSequenceOfInteger.hxx>
#include <Bnd_Box.hxx>
#include <Precision.hxx>
#include <Graphic3d_Structure.hxx>
#include <Graphic3d_MapIteratorOfMapOfStructure.hxx>
#include <Graphic3d_MapOfStructure.hxx>
#include <Graphic3d_TextureEnv.hxx>
#include <Graphic3d_AspectMarker3d.hxx>
#include <Graphic3d_GraphicDriver.hxx>
#define V3d_FLAG_COMPUTATION 0x00000004
// Perspective
#include <OSD_Environment.hxx>
/*----------------------------------------------------------------------*/
/*
* Constant
*/
#define DEUXPI (2. * M_PI)
//=============================================================================
//function : Constructor
//purpose :
//=============================================================================
V3d_View::V3d_View(const Handle(V3d_Viewer)& VM, const V3d_TypeOfView Type ) :
MyProjModel(V3d_TPM_SCREEN),
MyViewer(VM.operator->()),
MyActiveLights(),
MyViewContext (),
myActiveLightsIterator(),
SwitchSetFront(Standard_False),
MyTrsf (1, 4, 1, 4)
{
myImmediateUpdate = Standard_False;
MyView = new Visual3d_View(MyViewer->Viewer());
// { Begin to retrieve the definition from ViewContext.
// Step MyViewContext = MyView->Context() ;
// to permit MyView->SetContext to compare
// the old and the new context.
// No problem for MyViewMapping, MyViewOrientation
// as MyView->SetViewMapping and MyView->SetViewOrientation
// don't try to optimize the modifications introduced to
// viewmapping and vieworientation.
// Aliasing
if ((MyView->Context ()).AliasingIsOn ())
MyViewContext.SetAliasingOn ();
else
MyViewContext.SetAliasingOff ();
// DepthCueing
MyViewContext.SetDepthCueingBackPlane
((MyView->Context ()).DepthCueingBackPlane ());
MyViewContext.SetDepthCueingFrontPlane
((MyView->Context ()).DepthCueingFrontPlane ());
if ((MyView->Context ()).DepthCueingIsOn ())
MyViewContext.SetDepthCueingOn ();
else
MyViewContext.SetDepthCueingOff ();
// ZClipping
MyViewContext.SetZClippingBackPlane
((MyView->Context ()).ZClippingBackPlane ());
MyViewContext.SetZClippingFrontPlane
((MyView->Context ()).ZClippingFrontPlane ());
if ((MyView->Context ()).FrontZClippingIsOn ())
MyViewContext.SetFrontZClippingOn ();
else
MyViewContext.SetFrontZClippingOff ();
if ((MyView->Context ()).BackZClippingIsOn ())
MyViewContext.SetBackZClippingOn ();
else
MyViewContext.SetBackZClippingOff ();
// Visualization and Shading Model
MyViewContext.SetModel ((MyView->Context ()).Model ());
MyViewContext.SetVisualization ((MyView->Context ()).Visualization ());
// Texture Mapping
MyViewContext.SetSurfaceDetail (MyView->Context ().SurfaceDetail ());
MyViewContext.SetTextureEnv (MyView->Context ().TextureEnv ());
// } End of retrieval of the definition of ViewContext.
MyBackground = VM->GetBackgroundColor() ;
MyGradientBackground = VM->GetGradientBackground() ;
// camera init
Handle(Graphic3d_Camera) aCamera = new Graphic3d_Camera();
aCamera->SetFOVy (45.0);
aCamera->SetIOD (Graphic3d_Camera::IODType_Relative, 0.05);
aCamera->SetZFocus (Graphic3d_Camera::FocusType_Relative, 1.0);
SetCamera (aCamera);
SetAxis (0.,0.,0.,1.,1.,1.);
SetVisualization (VM->DefaultVisualization());
SetShadingModel (VM->DefaultShadingModel());
SetSurfaceDetail (VM->DefaultSurfaceDetail());
SetTwist (0.);
SetAt (0.,0.,0.);
SetProj (VM->DefaultViewProj());
SetSize (VM->DefaultViewSize());
Standard_Real zsize = VM->DefaultViewSize();
SetZSize (2.*zsize);
SetZClippingDepth (0.);
SetZClippingWidth (zsize);
SetZCueingDepth (0.);
SetZCueingWidth (zsize);
SetDepth (VM->DefaultViewSize()/2.0);
SetViewMappingDefault();
SetViewOrientationDefault();
VM->AddView (this);
Init();
myImmediateUpdate = Standard_True;
aCamera->SetProjectionType ((Type == V3d_ORTHOGRAPHIC)
? Graphic3d_Camera::Projection_Orthographic
: Graphic3d_Camera::Projection_Perspective);
MyTransparencyFlag = Standard_False;
}
//=============================================================================
//function : Constructor
//purpose :
//=============================================================================
V3d_View::V3d_View(const Handle(V3d_Viewer)& theVM,const Handle(V3d_View)& theView) :
MyProjModel(V3d_TPM_SCREEN),
MyViewer(theVM.operator->()),
MyActiveLights(),
MyViewContext (),
myActiveLightsIterator(),
SwitchSetFront(Standard_False),
MyTrsf (1, 4, 1, 4)
{
Handle(Visual3d_View) aFromView = theView->View();
myImmediateUpdate = Standard_False;
MyView = new Visual3d_View (MyViewer->Viewer());
for (theView->InitActiveLights(); theView->MoreActiveLights(); theView->NextActiveLights())
{
MyActiveLights.Append (theView->ActiveLight());
}
MyViewContext = aFromView->Context() ;
SetCamera (new Graphic3d_Camera (theView->Camera()));
View()->SetAutoZFitMode (theView->View()->AutoZFitMode(), theView->View()->AutoZFitScaleFactor());
MyBackground = aFromView->Background() ;
MyGradientBackground = aFromView->GradientBackground();
MyView->SetContext (MyViewContext) ;
SetAxis (0.0, 0.0, 0.0, 1.0, 1.0, 1.0);
SetViewMappingDefault();
SetViewOrientationDefault();
theVM->AddView (this);
Init();
myImmediateUpdate = Standard_True;
}
//=============================================================================
//function : SetMagnify
//purpose :
//=============================================================================
void V3d_View::SetMagnify(const Handle(Aspect_Window)& TheWindow,
const Handle(V3d_View)& aPreviousView,
const Standard_Integer x1,
const Standard_Integer y1,
const Standard_Integer x2,
const Standard_Integer y2)
{
if( !MyView->IsDefined() ) {
Standard_Real a,b,c,d;
aPreviousView->Convert(x1,y1,a,b);
aPreviousView->Convert(x2,y2,c,d);
MyView->SetWindow(TheWindow) ;
FitAll(TheWindow,a,b,c,d);
MyView->SetContext(MyViewContext) ;
MyView->SetBackground(MyBackground) ;
MyViewer->SetViewOn(this) ;
MyWindow = TheWindow;
MyView->Redraw() ;
SetViewMappingDefault();
}
}
//=============================================================================
//function : SetWindow
//purpose :
//=============================================================================
void V3d_View::SetWindow(const Handle(Aspect_Window)& TheWindow)
{
Standard_MultiplyDefined_Raise_if( MyView->IsDefined(),
"V3d_View::SetWindow, window of view already defined");
MyView->SetWindow(TheWindow) ;
// AGV: Method V3d_View::SetWindow() should assign the field MyWindow before
// calling Redraw(). Otherwise it is impossible to call certain methods of
// V3d_View like Convert() inside the context of Redraw(),
// particularly in class NIS_View.
MyWindow = TheWindow;
// SetWindow carries out SetRatio and modifies
MyView->SetContext(MyViewContext) ;
MyView->SetBackground(MyBackground) ;
MyViewer->SetViewOn(this) ;
MyView->Redraw() ;
}
//=============================================================================
//function : SetWindow
//purpose :
//=============================================================================
void V3d_View::SetWindow(const Handle(Aspect_Window)& aWindow,
const Aspect_RenderingContext aContext,
const Aspect_GraphicCallbackProc& aDisplayCB,
const Standard_Address aClientData)
{
Standard_MultiplyDefined_Raise_if( MyView->IsDefined(),
"V3d_View::SetWindow, "
"window of view already defined");
// AGV: Method V3d_View::SetWindow() should assign the field MyWindow before
// calling Redraw(). Otherwise it is impossible to call certain methods of
// V3d_View like Convert() inside the context of Redraw(),
// particularly in class NIS_View.
MyWindow = aWindow;
MyView->SetWindow(aWindow, aContext, aDisplayCB, aClientData) ;
MyView->SetContext(MyViewContext) ;
MyView->SetBackground(MyBackground) ;
MyViewer->SetViewOn(this) ;
MyView->Redraw() ;
}
//=============================================================================
//function : Remove
//purpose :
//=============================================================================
void V3d_View::Remove() const
{
MyViewer->DelView (this);
MyView->Remove();
Handle(Aspect_Window)& aWin = const_cast<Handle(Aspect_Window)&> (MyWindow);
aWin.Nullify();
}
//=============================================================================
//function : Update
//purpose :
//=============================================================================
void V3d_View::Update() const
{
if( MyView->IsDefined() ) MyView->Update (Aspect_TOU_ASAP) ;
}
//=============================================================================
//function : Redraw
//purpose :
//=============================================================================
void V3d_View::Redraw() const
{
if( MyView->IsDefined() ) MyView->Redraw() ;
}
//=============================================================================
//function : RedrawImmediate
//purpose :
//=============================================================================
void V3d_View::RedrawImmediate() const
{
if (MyView->IsDefined())
{
MyView->RedrawImmediate();
}
}
//=============================================================================
//function : Invalidate
//purpose :
//=============================================================================
void V3d_View::Invalidate() const
{
if (MyView->IsDefined())
{
MyView->Invalidate();
}
}
//=============================================================================
//function : AutoZFit
//purpose :
//=============================================================================
void V3d_View::AutoZFit()
{
View()->AutoZFit();
}
//=============================================================================
//function : ZFitAll
//purpose :
//=============================================================================
void V3d_View::ZFitAll (const Standard_Real theScaleFactor)
{
View()->ZFitAll (theScaleFactor);
}
//=============================================================================
//function : Redraw
//purpose :
//=============================================================================
void V3d_View::Redraw(const Standard_Integer xc,const Standard_Integer yc,
const Standard_Integer width,const Standard_Integer height) const
{
if( MyView->IsDefined() ) MyView->Redraw(xc,yc,width,height) ;
}
//=============================================================================
//function : IsEmpty
//purpose :
//=============================================================================
Standard_Boolean V3d_View::IsEmpty() const
{
Standard_Boolean TheStatus = Standard_True ;
if( MyView->IsDefined() ) {
Standard_Integer Nstruct = MyView->NumberOfDisplayedStructures() ;
if( Nstruct > 0 ) TheStatus = Standard_False ;
}
return (TheStatus) ;
}
//=============================================================================
//function : UpdateLights
//purpose :
//=============================================================================
void V3d_View::UpdateLights() const
{
MyView->SetContext(MyViewContext);
Update();
}
//=============================================================================
//function : DoMapping
//purpose :
//=============================================================================
void V3d_View::DoMapping()
{
if( MyView->IsDefined() ) {
(MyView->Window())->DoMapping() ;
}
}
//=============================================================================
//function : MustBeResized
//purpose :
//=============================================================================
void V3d_View::MustBeResized()
{
if ( !MyLayerMgr.IsNull() )
MyLayerMgr->Resized();
if( MyView->IsDefined() ) {
MyView->Resized() ;
MyView->Redraw();
}
}
//=============================================================================
//function : SetBackgroundColor
//purpose :
//=============================================================================
void V3d_View::SetBackgroundColor(const Quantity_TypeOfColor Type, const Standard_Real v1, const Standard_Real v2, const Standard_Real v3)
{
Standard_Real V1 = Max( Min( v1, 1.0 ), 0.0 );
Standard_Real V2 = Max( Min( v2, 1.0 ), 0.0 );
Standard_Real V3 = Max( Min( v3, 1.0 ), 0.0 );
Quantity_Color C( V1, V2, V3, Type );
SetBackgroundColor( C );
}
//=============================================================================
//function : SetBackgroundColor
//purpose :
//=============================================================================
void V3d_View::SetBackgroundColor(const Quantity_Color &Color)
{
MyBackground.SetColor( Color );
if ( MyView->IsDefined() )
MyView->SetBackground( MyBackground );
//szv: Why?
if ( !MyLayerMgr.IsNull() )
MyLayerMgr->Resized();
}
//=============================================================================
//function : SetBackgroundColor
//purpose :
//=============================================================================
void V3d_View::SetBackgroundColor(const Quantity_NameOfColor Name)
{
Quantity_Color C( Name );
SetBackgroundColor( C );
}
//=============================================================================
//function : SetBgGradientColors
//purpose :
//=============================================================================
void V3d_View::SetBgGradientColors( const Quantity_Color& Color1,
const Quantity_Color& Color2,
const Aspect_GradientFillMethod FillStyle,
const Standard_Boolean status)
{
MyGradientBackground.SetColors(Color1, Color2, FillStyle);
if ( MyView->IsDefined() )
MyView->SetGradientBackground( MyGradientBackground, status );
}
//=============================================================================
//function : SetBgGradientColors
//purpose :
//=============================================================================
void V3d_View::SetBgGradientColors( const Quantity_NameOfColor Color1,
const Quantity_NameOfColor Color2,
const Aspect_GradientFillMethod FillStyle,
const Standard_Boolean status )
{
Quantity_Color C1( Color1 );
Quantity_Color C2( Color2 );
MyGradientBackground.SetColors( C1, C2, FillStyle );
if ( MyView->IsDefined() )
MyView->SetGradientBackground( MyGradientBackground, status );
}
//=============================================================================
//function : SetBgGradientStyle
//purpose :
//=============================================================================
void V3d_View::SetBgGradientStyle( const Aspect_GradientFillMethod FillStyle,
const Standard_Boolean update)
{
Quantity_Color Color1, Color2;
MyGradientBackground.Colors( Color1, Color2 );
MyGradientBackground.SetColors( Color1, Color2, FillStyle );
if( MyView->IsDefined() )
MyView->SetBgGradientStyle( FillStyle, update ) ;
}
//=============================================================================
//function : SetBackgroundImage
//purpose :
//=============================================================================
void V3d_View::SetBackgroundImage( const Standard_CString FileName,
const Aspect_FillMethod FillStyle,
const Standard_Boolean update )
{
#ifdef OCC1188
if( MyView->IsDefined() )
MyView->SetBackgroundImage( FileName, FillStyle, update ) ;
#endif
}
//=============================================================================
//function : SetBgImageStyle
//purpose :
//=============================================================================
void V3d_View::SetBgImageStyle( const Aspect_FillMethod FillStyle,
const Standard_Boolean update )
{
#ifdef OCC1188
if( MyView->IsDefined() )
MyView->SetBgImageStyle( FillStyle, update ) ;
#endif
}
//=============================================================================
//function : SetAxis
//purpose :
//=============================================================================
void V3d_View::SetAxis(const Standard_Real X, const Standard_Real Y, const Standard_Real Z, const Standard_Real Vx, const Standard_Real Vy, const Standard_Real Vz)
{
Standard_Real D,Nx = Vx,Ny = Vy,Nz = Vz ;
D = Sqrt( Vx*Vx + Vy*Vy + Vz*Vz ) ;
V3d_BadValue_Raise_if ( D <= 0. , "V3d_View::SetAxis, bad axis");
Nx /= D ; Ny /= D ; Nz /= D ;
MyDefaultViewPoint.SetCoord(X,Y,Z) ;
MyDefaultViewAxis.SetCoord(Nx,Ny,Nz) ;
}
//=============================================================================
//function : SetShadingModel
//purpose :
//=============================================================================
void V3d_View::SetShadingModel(const V3d_TypeOfShadingModel Model)
{
MyViewContext.SetModel((Visual3d_TypeOfModel) Model) ;
MyView->SetContext(MyViewContext) ;
}
//=============================================================================
//function : SetSurfaceDetail
//purpose :
//=============================================================================
void V3d_View::SetSurfaceDetail(const V3d_TypeOfSurfaceDetail Model)
{
MyViewContext.SetSurfaceDetail((Visual3d_TypeOfSurfaceDetail) Model) ;
MyView->SetContext(MyViewContext) ;
}
//=============================================================================
//function : SetTextureEnv
//purpose :
//=============================================================================
void V3d_View::SetTextureEnv(const Handle(Graphic3d_TextureEnv)& ATexture)
{
MyViewContext.SetTextureEnv(ATexture) ;
MyView->SetContext(MyViewContext) ;
}
//=============================================================================
//function : SetVisualization
//purpose :
//=============================================================================
void V3d_View::SetVisualization(const V3d_TypeOfVisualization Mode)
{
MyViewContext.SetVisualization((Visual3d_TypeOfVisualization) Mode);
MyView->SetContext(MyViewContext) ;
}
//=============================================================================
//function : SetFront
//purpose :
//=============================================================================
void V3d_View::SetFront()
{
gp_Ax3 a = MyViewer->PrivilegedPlane();
Standard_Real xo, yo, zo, vx, vy, vz, xu, yu, zu;
a.Direction().Coord(vx,vy,vz);
a.YDirection().Coord(xu,yu,zu);
a.Location().Coord(xo,yo,zo);
myCamera->SetCenter (gp_Pnt (xo, yo, zo));
if(SwitchSetFront)
myCamera->SetDirection (gp_Dir (vx, vy, vz));
else
myCamera->SetDirection (gp_Dir (vx, vy, vz).Reversed());
myCamera->SetUp (gp_Dir (xu, yu, zu));
View()->AutoZFit();
SwitchSetFront = !SwitchSetFront;
ImmediateUpdate();
}
//=============================================================================
//function : Rotate
//purpose :
//=============================================================================
void V3d_View::Rotate (const Standard_Real ax,
const Standard_Real ay,
const Standard_Real az,
const Standard_Boolean Start)
{
Standard_Real Ax = ax;
Standard_Real Ay = ay;
Standard_Real Az = az;
if( Ax > 0. ) while ( Ax > DEUXPI ) Ax -= DEUXPI;
else if( Ax < 0. ) while ( Ax < -DEUXPI ) Ax += DEUXPI;
if( Ay > 0. ) while ( Ay > DEUXPI ) Ay -= DEUXPI;
else if( Ay < 0. ) while ( Ay < -DEUXPI ) Ay += DEUXPI;
if( Az > 0. ) while ( Az > DEUXPI ) Az -= DEUXPI;
else if( Az < 0. ) while ( Az < -DEUXPI ) Az += DEUXPI;
if (Start)
{
myCamStartOpUp = myCamera->Up();
myCamStartOpEye = myCamera->Eye();
myCamStartOpCenter = myCamera->Center();
}
myCamera->SetUp (myCamStartOpUp);
myCamera->SetEye (myCamStartOpEye);
myCamera->SetCenter (myCamStartOpCenter);
// rotate camera around 3 initial axes
gp_Dir aBackDir (gp_Vec (myCamStartOpCenter, myCamStartOpEye));
gp_Dir aXAxis (myCamStartOpUp.Crossed (aBackDir));
gp_Dir aYAxis (aBackDir.Crossed (aXAxis));
gp_Dir aZAxis (aXAxis.Crossed (aYAxis));
gp_Trsf aRot[3], aTrsf;
aRot[0].SetRotation (gp_Ax1 (myCamStartOpCenter, aYAxis), -Ax);
aRot[1].SetRotation (gp_Ax1 (myCamStartOpCenter, aXAxis), Ay);
aRot[2].SetRotation (gp_Ax1 (myCamStartOpCenter, aZAxis), Az);
aTrsf.Multiply (aRot[0]);
aTrsf.Multiply (aRot[1]);
aTrsf.Multiply (aRot[2]);
myCamera->Transform (aTrsf);
View()->AutoZFit();
ImmediateUpdate();
}
//=============================================================================
//function : Rotate
//purpose :
//=============================================================================
void V3d_View::Rotate(const Standard_Real ax, const Standard_Real ay, const Standard_Real az,
const Standard_Real X, const Standard_Real Y, const Standard_Real Z, const Standard_Boolean Start)
{
Standard_Real Ax = ax ;
Standard_Real Ay = ay ;
Standard_Real Az = az ;
if( Ax > 0. ) while ( Ax > DEUXPI ) Ax -= DEUXPI ;
else if( Ax < 0. ) while ( Ax < -DEUXPI ) Ax += DEUXPI ;
if( Ay > 0. ) while ( Ay > DEUXPI ) Ay -= DEUXPI ;
else if( Ay < 0. ) while ( Ay < -DEUXPI ) Ay += DEUXPI ;
if( Az > 0. ) while ( Az > DEUXPI ) Az -= DEUXPI ;
else if( Az < 0. ) while ( Az < -DEUXPI ) Az += DEUXPI ;
if (Start)
{
myGravityReferencePoint.SetCoord (X, Y, Z);
myCamStartOpUp = myCamera->Up();
myCamStartOpEye = myCamera->Eye();
myCamStartOpCenter = myCamera->Center();
}
const Graphic3d_Vertex& aVref = myGravityReferencePoint;
myCamera->SetUp (myCamStartOpUp);
myCamera->SetEye (myCamStartOpEye);
myCamera->SetCenter (myCamStartOpCenter);
// rotate camera around 3 initial axes
gp_Pnt aRCenter (aVref.X(), aVref.Y(), aVref.Z());
gp_Dir aZAxis (myCamera->Direction().Reversed());
gp_Dir aYAxis (myCamera->Up());
gp_Dir aXAxis (aYAxis.Crossed (aZAxis));
gp_Trsf aRot[3], aTrsf;
aRot[0].SetRotation (gp_Ax1 (aRCenter, aYAxis), -Ax);
aRot[1].SetRotation (gp_Ax1 (aRCenter, aXAxis), Ay);
aRot[2].SetRotation (gp_Ax1 (aRCenter, aZAxis), Az);
aTrsf.Multiply (aRot[0]);
aTrsf.Multiply (aRot[1]);
aTrsf.Multiply (aRot[2]);
myCamera->Transform (aTrsf);
View()->AutoZFit();
ImmediateUpdate();
}
//=============================================================================
//function : Rotate
//purpose :
//=============================================================================
void V3d_View::Rotate(const V3d_TypeOfAxe Axe, const Standard_Real angle, const Standard_Boolean Start)
{
switch (Axe) {
case V3d_X :
Rotate(angle,0.,0.,Start);
break ;
case V3d_Y :
Rotate(0.,angle,0.,Start);
break ;
case V3d_Z :
Rotate(0.,0.,angle,Start);
break ;
}
}
//=============================================================================
//function : Rotate
//purpose :
//=============================================================================
void V3d_View::Rotate(const V3d_TypeOfAxe Axe, const Standard_Real angle,
const Standard_Real X, const Standard_Real Y, const Standard_Real Z, const Standard_Boolean Start)
{
Standard_Real Angle = angle ;
if( Angle > 0. ) while ( Angle > DEUXPI ) Angle -= DEUXPI ;
else if( Angle < 0. ) while ( Angle < -DEUXPI ) Angle += DEUXPI ;
if (Start)
{
myGravityReferencePoint.SetCoord (X, Y, Z);
myCamStartOpUp = myCamera->Up();
myCamStartOpEye = myCamera->Eye();
myCamStartOpCenter = myCamera->Center();
switch (Axe) {
case V3d_X :
myViewAxis.SetCoord(1.,0.,0.) ;
break ;
case V3d_Y :
myViewAxis.SetCoord(0.,1.,0.) ;
break ;
case V3d_Z :
myViewAxis.SetCoord(0.,0.,1.) ;
break ;
}
myCamStartOpUp = myCamera->Up();
myCamStartOpEye = myCamera->Eye();
myCamStartOpCenter = myCamera->Center();
}
const Graphic3d_Vertex& aVref = myGravityReferencePoint;
myCamera->SetUp (myCamStartOpUp);
myCamera->SetEye (myCamStartOpEye);
myCamera->SetCenter (myCamStartOpCenter);
// rotate camera around passed axis
gp_Trsf aRotation;
gp_Pnt aRCenter (aVref.X(), aVref.Y(), aVref.Z());
gp_Dir aRAxis ((Axe == V3d_X) ? 1.0 : 0.0,
(Axe == V3d_Y) ? 1.0 : 0.0,
(Axe == V3d_Z) ? 1.0 : 0.0);
aRotation.SetRotation (gp_Ax1 (aRCenter, aRAxis), Angle);
myCamera->Transform (aRotation);
View()->AutoZFit();
ImmediateUpdate();
}
//=============================================================================
//function : Rotate
//purpose :
//=============================================================================
void V3d_View::Rotate(const Standard_Real angle, const Standard_Boolean Start)
{
Standard_Real Angle = angle;
if( Angle > 0. ) while ( Angle > DEUXPI ) Angle -= DEUXPI ;
else if( Angle < 0. ) while ( Angle < -DEUXPI ) Angle += DEUXPI ;
if( Start ) {
myCamStartOpUp = myCamera->Up();
myCamStartOpEye = myCamera->Eye();
myCamStartOpCenter = myCamera->Center();
}
const Graphic3d_Vertex& aPnt = MyDefaultViewPoint;
const Graphic3d_Vector& anAxis = MyDefaultViewAxis;
myCamera->SetUp (myCamStartOpUp);
myCamera->SetEye (myCamStartOpEye);
myCamera->SetCenter (myCamStartOpCenter);
gp_Trsf aRotation;
gp_Pnt aRCenter (aPnt.X(), aPnt.Y(), aPnt.Z());
gp_Dir aRAxis (anAxis.X(), anAxis.Y(), anAxis.Z());
aRotation.SetRotation (gp_Ax1 (aRCenter, aRAxis), Angle);
myCamera->Transform (aRotation);
View()->AutoZFit();
ImmediateUpdate();
}
//=============================================================================
//function : Turn
//purpose :
//=============================================================================
void V3d_View::Turn(const Standard_Real ax, const Standard_Real ay, const Standard_Real az, const Standard_Boolean Start)
{
Standard_Real Ax = ax;
Standard_Real Ay = ay;
Standard_Real Az = az;
if( Ax > 0. ) while ( Ax > DEUXPI ) Ax -= DEUXPI ;
else if( Ax < 0. ) while ( Ax < -DEUXPI ) Ax += DEUXPI ;
if( Ay > 0. ) while ( Ay > DEUXPI ) Ay -= DEUXPI ;
else if( Ay < 0. ) while ( Ay < -DEUXPI ) Ay += DEUXPI ;
if( Az > 0. ) while ( Az > DEUXPI ) Az -= DEUXPI ;
else if( Az < 0. ) while ( Az < -DEUXPI ) Az += DEUXPI ;
if( Start ) {
myCamStartOpUp = myCamera->Up();
myCamStartOpEye = myCamera->Eye();
myCamStartOpCenter = myCamera->Center();
}
myCamera->SetUp (myCamStartOpUp);
myCamera->SetEye (myCamStartOpEye);
myCamera->SetCenter (myCamStartOpCenter);
// rotate camera around 3 initial axes
gp_Pnt aRCenter = myCamera->Eye();
gp_Dir aZAxis (myCamera->Direction().Reversed());
gp_Dir aYAxis (myCamera->Up());
gp_Dir aXAxis (aYAxis.Crossed (aZAxis));
gp_Trsf aRot[3], aTrsf;
aRot[0].SetRotation (gp_Ax1 (aRCenter, aYAxis), -Ax);
aRot[1].SetRotation (gp_Ax1 (aRCenter, aXAxis), Ay);
aRot[2].SetRotation (gp_Ax1 (aRCenter, aZAxis), Az);
aTrsf.Multiply (aRot[0]);
aTrsf.Multiply (aRot[1]);
aTrsf.Multiply (aRot[2]);
myCamera->Transform (aTrsf);
View()->AutoZFit();
ImmediateUpdate();
}
//=============================================================================
//function : Turn
//purpose :
//=============================================================================
void V3d_View::Turn(const V3d_TypeOfAxe Axe, const Standard_Real angle, const Standard_Boolean Start)
{
switch (Axe) {
case V3d_X :
Turn(angle,0.,0.,Start);
break ;
case V3d_Y :
Turn(0.,angle,0.,Start);
break ;
case V3d_Z :
Turn(0.,0.,angle,Start);
break ;
}
}
//=============================================================================
//function : Turn
//purpose :
//=============================================================================
void V3d_View::Turn(const Standard_Real angle, const Standard_Boolean Start)
{
Standard_Real Angle = angle ;
if( Angle > 0. ) while ( Angle > DEUXPI ) Angle -= DEUXPI ;
else if( Angle < 0. ) while ( Angle < -DEUXPI ) Angle += DEUXPI ;
if( Start ) {
myCamStartOpUp = myCamera->Up();
myCamStartOpEye = myCamera->Eye();
myCamStartOpCenter = myCamera->Center();
}
myCamera->SetUp (myCamStartOpUp);
myCamera->SetEye (myCamStartOpEye);
myCamera->SetCenter (myCamStartOpCenter);
const Graphic3d_Vector& anAxis = MyDefaultViewAxis;
gp_Trsf aRotation;
gp_Pnt aRCenter = myCamera->Eye();
gp_Dir aRAxis (anAxis.X(), anAxis.Y(), anAxis.Z());
aRotation.SetRotation (gp_Ax1 (aRCenter, aRAxis), Angle);
myCamera->Transform (aRotation);
View()->AutoZFit();
ImmediateUpdate();
}
//=============================================================================
//function : SetTwist
//purpose :
//=============================================================================
void V3d_View::SetTwist(const Standard_Real angle)
{
Standard_Real Angle = angle ;
Standard_Boolean TheStatus;
if( Angle > 0. ) while ( Angle > DEUXPI ) Angle -= DEUXPI ;
else if( Angle < 0. ) while ( Angle < -DEUXPI ) Angle += DEUXPI ;
gp_Dir aReferencePlane (myCamera->Direction().Reversed());
gp_Dir anUp;
anUp = gp_Dir (0.0, 0.0, 1.0);
TheStatus = ScreenAxis(aReferencePlane, anUp,
myXscreenAxis,myYscreenAxis,myZscreenAxis) ;
if( !TheStatus ) {
anUp = gp_Dir (0.0, 1.0, 0.0);
TheStatus = ScreenAxis(aReferencePlane, anUp,
myXscreenAxis,myYscreenAxis,myZscreenAxis) ;
}
if( !TheStatus ) {
anUp = gp_Dir (1.0, 0.0, 0.0);
TheStatus = ScreenAxis(aReferencePlane, anUp,
myXscreenAxis,myYscreenAxis,myZscreenAxis) ;
}
V3d_BadValue_Raise_if( !TheStatus,"V3d_ViewSetTwist, alignment of Eye,At,Up,");
gp_Pnt aRCenter = myCamera->Center();
gp_Dir aZAxis (myCamera->Direction().Reversed());
gp_Trsf aTrsf;
aTrsf.SetRotation (gp_Ax1 (aRCenter, aZAxis), Angle);
Standard_Real myYscreenAxisX, myYscreenAxisY, myYscreenAxisZ;
myYscreenAxis.Coord (myYscreenAxisX, myYscreenAxisY, myYscreenAxisZ);
myCamera->SetUp (gp_Dir (myYscreenAxisX, myYscreenAxisY, myYscreenAxisZ));
myCamera->Transform (aTrsf);
View()->AutoZFit();
ImmediateUpdate();
}
//=============================================================================
//function : SetEye
//purpose :
//=============================================================================
void V3d_View::SetEye(const Standard_Real X,const Standard_Real Y,const Standard_Real Z)
{
Standard_Real aTwistBefore = Twist();
Standard_Boolean wasUpdateEnabled = SetImmediateUpdate (Standard_False);
myCamera->SetEye (gp_Pnt (X, Y, Z));
SetTwist (aTwistBefore);
View()->AutoZFit();
SetImmediateUpdate (wasUpdateEnabled);
ImmediateUpdate();
}
//=============================================================================
//function : SetDepth
//purpose :
//=============================================================================
void V3d_View::SetDepth(const Standard_Real Depth)
{
V3d_BadValue_Raise_if (Depth == 0. ,"V3d_View::SetDepth, bad depth");
if( Depth > 0. )
{
// Move eye using center (target) as anchor.
myCamera->SetDistance (Depth);
}
else
{
// Move the view ref point instead of the eye.
gp_Vec aDir (myCamera->Direction());
gp_Pnt aCameraEye = myCamera->Eye();
gp_Pnt aCameraCenter = aCameraEye.Translated (aDir.Multiplied (Abs (Depth)));
myCamera->SetCenter (aCameraCenter);
}
View()->AutoZFit();
ImmediateUpdate();
}
//=============================================================================
//function : SetProj
//purpose :
//=============================================================================
void V3d_View::SetProj( const Standard_Real Vx,const Standard_Real Vy, const Standard_Real Vz )
{
V3d_BadValue_Raise_if( Sqrt(Vx*Vx + Vy*Vy + Vz*Vz) <= 0.,
"V3d_View::SetProj, null projection vector");
Standard_Real aTwistBefore = Twist();
Standard_Boolean wasUpdateEnabled = SetImmediateUpdate (Standard_False);
myCamera->SetDirection (gp_Dir (Vx, Vy, Vz).Reversed());
if (MyProjModel == V3d_TPM_SCREEN)
{
SetTwist(aTwistBefore);
}
View()->AutoZFit();
SetImmediateUpdate (wasUpdateEnabled);
ImmediateUpdate();
}
//=============================================================================
//function : SetProj
//purpose :
//=============================================================================
void V3d_View::SetProj( const V3d_TypeOfOrientation Orientation )
{
Standard_Real Xpn=0;
Standard_Real Ypn=0;
Standard_Real Zpn=0;
switch (Orientation) {
case V3d_Zpos :
Ypn = 1.;
break;
case V3d_Zneg :
Ypn = -1.;
break;
default:
Zpn = 1.;
}
const Graphic3d_Vector& aBck = V3d::GetProjAxis (Orientation);
// retain camera panning from origin when switching projection
gp_Pnt anOriginVCS = myCamera->ConvertWorld2View (gp::Origin());
Standard_Real aPanX = anOriginVCS.X();
Standard_Real aPanY = anOriginVCS.Y();
myCamera->SetCenter (gp_Pnt (0, 0, 0));
myCamera->SetDirection (gp_Dir (aBck.X(), aBck.Y(), aBck.Z()).Reversed());
myCamera->SetUp (gp_Dir (Xpn, Ypn, Zpn));
myCamera->OrthogonalizeUp();
Panning (aPanX, aPanY);
View()->AutoZFit();
ImmediateUpdate();
}
//=============================================================================
//function : SetAt
//purpose :
//=============================================================================
void V3d_View::SetAt(const Standard_Real X,const Standard_Real Y,const Standard_Real Z)
{
Standard_Real aTwistBefore = Twist();
Standard_Boolean wasUpdateEnabled = SetImmediateUpdate (Standard_False);
myCamera->SetCenter (gp_Pnt (X, Y, Z));
SetTwist (aTwistBefore);
View()->AutoZFit();
SetImmediateUpdate (wasUpdateEnabled);
ImmediateUpdate();
}
//=============================================================================
//function : SetUp
//purpose :
//=============================================================================
void V3d_View::SetUp(const Standard_Real Vx,const Standard_Real Vy,const Standard_Real Vz)
{
Standard_Boolean TheStatus ;
V3d_BadValue_Raise_if( Sqrt(Vx*Vx + Vy*Vy + Vz*Vz) <= 0. ,
"V3d_View::SetUp, nullUp vector");
gp_Dir aReferencePlane (myCamera->Direction().Reversed());
gp_Dir anUp (Vx, Vy, Vz);
TheStatus = ScreenAxis(aReferencePlane,anUp,
myXscreenAxis,myYscreenAxis,myZscreenAxis) ;
if( !TheStatus ) {
anUp = gp_Dir (0.0, 0.0, 1.0);
TheStatus = ScreenAxis(aReferencePlane,anUp,
myXscreenAxis,myYscreenAxis,myZscreenAxis) ;
}
if( !TheStatus ) {
anUp = gp_Dir (0.0, 1.0, 0.0);
TheStatus = ScreenAxis(aReferencePlane,anUp,
myXscreenAxis,myYscreenAxis,myZscreenAxis) ;
}
if( !TheStatus ) {
anUp = gp_Dir (1.0, 0.0, 0.0);
TheStatus = ScreenAxis(aReferencePlane,anUp,
myXscreenAxis,myYscreenAxis,myZscreenAxis) ;
}
V3d_BadValue_Raise_if( !TheStatus,"V3d_View::Setup, alignment of Eye,At,Up");
Standard_Real myYscreenAxisX, myYscreenAxisY, myYscreenAxisZ;
myYscreenAxis.Coord (myYscreenAxisX, myYscreenAxisY, myYscreenAxisZ);
myCamera->SetUp (gp_Dir (myYscreenAxisX, myYscreenAxisY, myYscreenAxisZ));
View()->AutoZFit();
ImmediateUpdate();
}
//=============================================================================
//function : SetUp
//purpose :
//=============================================================================
void V3d_View::SetUp( const V3d_TypeOfOrientation Orientation )
{
Standard_Boolean TheStatus ;
gp_Dir aReferencePlane (myCamera->Direction().Reversed());
gp_Dir anUp;
const Graphic3d_Vector& aViewReferenceUp = V3d::GetProjAxis(Orientation) ;
anUp = gp_Dir (aViewReferenceUp.X(), aViewReferenceUp.Y(), aViewReferenceUp.Z());
TheStatus = ScreenAxis(aReferencePlane,anUp,
myXscreenAxis,myYscreenAxis,myZscreenAxis) ;
if( !TheStatus ) {
anUp = gp_Dir (0.,0.,1.);
TheStatus = ScreenAxis(aReferencePlane,anUp,
myXscreenAxis,myYscreenAxis,myZscreenAxis) ;
}
if( !TheStatus ) {
anUp = gp_Dir (0.,1.,0.);
TheStatus = ScreenAxis(aReferencePlane,anUp,
myXscreenAxis,myYscreenAxis,myZscreenAxis) ;
}
if( !TheStatus ) {
anUp = gp_Dir (1.,0.,0.);
TheStatus = ScreenAxis(aReferencePlane,anUp,
myXscreenAxis,myYscreenAxis,myZscreenAxis) ;
}
V3d_BadValue_Raise_if( !TheStatus, "V3d_View::SetUp, alignment of Eye,At,Up");
Standard_Real myYscreenAxisX, myYscreenAxisY, myYscreenAxisZ;
myYscreenAxis.Coord (myYscreenAxisX, myYscreenAxisY, myYscreenAxisZ);
myCamera->SetUp (gp_Dir (myYscreenAxisX, myYscreenAxisY, myYscreenAxisZ));
View()->AutoZFit();
ImmediateUpdate();
}
//=============================================================================
//function : SetViewOrientationDefault
//purpose :
//=============================================================================
void V3d_View::SetViewOrientationDefault()
{
MyView->SetViewOrientationDefault() ;
ImmediateUpdate();
}
//=============================================================================
//function : ResetViewOrientation
//purpose :
//=============================================================================
void V3d_View::ResetViewOrientation()
{
MyView->ViewOrientationReset() ;
ImmediateUpdate();
}
//=============================================================================
//function : Reset
//purpose :
//=============================================================================
void V3d_View::Reset( const Standard_Boolean update )
{
Handle(Graphic3d_Camera) aDefaultCamera = MyView->DefaultCamera();
if (!aDefaultCamera.IsNull())
{
myCamera->CopyMappingData (aDefaultCamera);
myCamera->CopyOrientationData (aDefaultCamera);
View()->AutoZFit();
}
SwitchSetFront = Standard_False;
if( !myImmediateUpdate && update ) Update();
}
//=======================================================================
//function : SetCenter
//purpose :
//=======================================================================
void V3d_View::SetCenter (const Standard_Integer theXp,
const Standard_Integer theYp)
{
Standard_Real aXv, aYv;
Convert (theXp, theYp, aXv, aYv);
Translate (myCamera, aXv, aYv);
ImmediateUpdate();
}
//=============================================================================
//function : SetSize
//purpose :
//=============================================================================
void V3d_View::SetSize (const Standard_Real theSize)
{
V3d_BadValue_Raise_if (theSize <= 0.0, "V3d_View::SetSize, Window Size is NULL");
myCamera->SetScale (myCamera->Aspect() >= 1.0 ? theSize / myCamera->Aspect() : theSize);
View()->AutoZFit();
ImmediateUpdate();
}
//=============================================================================
//function : SetZSize
//purpose :
//=============================================================================
void V3d_View::SetZSize(const Standard_Real Size)
{
Standard_Real Zmax = Size/2.;
Standard_Real aDistance = myCamera->Distance();
if( Size <= 0. ) {
Zmax = aDistance;
}
Standard_Real Front = MyViewContext.ZClippingFrontPlane();
Standard_Real Back = MyViewContext.ZClippingBackPlane();
// ShortReal precision factor used to add meaningful tolerance to
// ZNear, ZFar values in order to avoid equality after type conversion
// to ShortReal matrices type.
const Standard_Real aPrecision = 1.0 / Pow (10.0, ShortRealDigits() - 1);
Standard_Real aZFar = Zmax + aDistance * 2.0;
Standard_Real aZNear = -Zmax + aDistance;
aZNear -= Abs (aZNear) * aPrecision;
aZFar += Abs (aZFar) * aPrecision;
if (!myCamera->IsOrthographic())
{
if (aZFar < aPrecision)
{
// Invalid case when both values are negative
aZNear = aPrecision;
aZFar = aPrecision * 2.0;
}
else if (aZNear < Abs (aZFar) * aPrecision)
{
// Z is less than 0.0, try to fix it using any appropriate z-scale
aZNear = Abs (aZFar) * aPrecision;
}
}
// If range is too small
if (aZFar < (aZNear + Abs (aZFar) * aPrecision))
{
aZFar = aZNear + Abs (aZFar) * aPrecision;
}
myCamera->SetZRange (aZNear, aZFar);
if (MyViewContext.FrontZClippingIsOn() ||
MyViewContext.BackZClippingIsOn())
{
MyViewContext.SetZClippingFrontPlane (Front);
MyViewContext.SetZClippingBackPlane (Back);
MyView->SetContext (MyViewContext);
}
}
//=============================================================================
//function : SetZoom
//purpose :
//=============================================================================
void V3d_View::SetZoom(const Standard_Real Coef,const Standard_Boolean Start)
{
V3d_BadValue_Raise_if( Coef <= 0.,"V3d_View::SetZoom, bad coefficient");
if (Start)
{
myCamStartOpEye = myCamera->Eye();
myCamStartOpCenter = myCamera->Center();
}
Standard_Real aViewWidth = myCamera->ViewDimensions().X();
Standard_Real aViewHeight = myCamera->ViewDimensions().Y();
// ensure that zoom will not be too small or too big
Standard_Real coef = Coef;
if (aViewWidth < coef * Precision::Confusion())
{
coef = aViewWidth / Precision::Confusion();
}
else if (aViewWidth > coef * 1e12)
{
coef = aViewWidth / 1e12;
}
if (aViewHeight < coef * Precision::Confusion())
{
coef = aViewHeight / Precision::Confusion();
}
else if (aViewHeight > coef * 1e12)
{
coef = aViewHeight / 1e12;
}
myCamera->SetEye (myCamStartOpEye);
myCamera->SetCenter (myCamStartOpCenter);
myCamera->SetScale (myCamera->Scale() / Coef);
View()->AutoZFit();
ImmediateUpdate();
}
//=============================================================================
//function : SetScale
//purpose :
//=============================================================================
void V3d_View::SetScale( const Standard_Real Coef )
{
V3d_BadValue_Raise_if( Coef <= 0. ,"V3d_View::SetScale, bad coefficient");
Handle(Graphic3d_Camera) aDefaultCamera = MyView->DefaultCamera();
// Strange behavior for the sake of compatibility.
if (!aDefaultCamera.IsNull())
{
myCamera->SetAspect (aDefaultCamera->Aspect());
Standard_Real aDefaultScale = aDefaultCamera->Scale();
myCamera->SetScale (aDefaultScale / Coef);
}
else
{
myCamera->SetScale (myCamera->Scale() / Coef);
}
View()->AutoZFit();
ImmediateUpdate();
}
//=============================================================================
//function : SetAxialScale
//purpose :
//=============================================================================
void V3d_View::SetAxialScale( const Standard_Real Sx, const Standard_Real Sy, const Standard_Real Sz )
{
V3d_BadValue_Raise_if( Sx <= 0. || Sy <= 0. || Sz <= 0.,"V3d_View::SetAxialScale, bad coefficient");
myCamera->SetAxialScale (gp_XYZ (Sx, Sy, Sz));
View()->AutoZFit();
}
//=============================================================================
//function : FitAll
//purpose :
//=============================================================================
void V3d_View::FitAll (const Standard_Real theMargin, const Standard_Boolean theToUpdate)
{
Standard_ASSERT_RAISE (theMargin >= 0.0 && theMargin < 1.0, "Invalid margin coefficient");
if (MyView->NumberOfDisplayedStructures() == 0)
{
return;
}
Standard_Real aXmin, aYmin, aZmin, aXmax, aYmax, aZmax;
MyView->MinMaxValues (aXmin, aYmin, aZmin, aXmax, aYmax, aZmax);
gp_XYZ aMin (aXmin, aYmin, aZmin);
gp_XYZ aMax (aXmax, aYmax, aZmax);
if (!FitMinMax (myCamera, aMin, aMax, theMargin, 10.0 * Precision::Confusion()))
{
return;
}
View()->AutoZFit();
if (myImmediateUpdate || theToUpdate)
{
Update();
}
}
//=============================================================================
//function : DepthFitAll
//purpose :
//=============================================================================
void V3d_View::DepthFitAll(const Quantity_Coefficient Aspect,
const Quantity_Coefficient Margin)
{
Standard_Real Xmin,Ymin,Zmin,Xmax,Ymax,Zmax,U,V,W,U1,V1,W1 ;
Standard_Real Umin,Vmin,Wmin,Umax,Vmax,Wmax ;
Standard_Real Dx,Dy,Dz,Size;
Standard_Integer Nstruct = MyView->NumberOfDisplayedStructures() ;
if((Nstruct <= 0) || (Aspect < 0.) || (Margin < 0.) || (Margin > 1.)) {
ImmediateUpdate();
return ;
}
MyView->MinMaxValues(Xmin,Ymin,Zmin,Xmax,Ymax,Zmax) ;
Standard_Real LIM = ShortRealLast() -1.;
if (Abs(Xmin) > LIM || Abs(Ymin) > LIM || Abs(Zmin) > LIM
|| Abs(Xmax) > LIM || Abs(Ymax) > LIM || Abs(Zmax) > LIM ) {
ImmediateUpdate();
return ;
}
if (Xmin == Xmax && Ymin == Ymax && Zmin == Zmax) {
ImmediateUpdate();
return ;
}
MyView->Projects(Xmin,Ymin,Zmin,U,V,W) ;
MyView->Projects(Xmax,Ymax,Zmax,U1,V1,W1) ;
Umin = Min(U,U1) ; Umax = Max(U,U1) ;
Vmin = Min(V,V1) ; Vmax = Max(V,V1) ;
Wmin = Min(W,W1) ; Wmax = Max(W,W1) ;
MyView->Projects(Xmin,Ymin,Zmax,U,V,W) ;
Umin = Min(U,Umin) ; Umax = Max(U,Umax) ;
Vmin = Min(V,Vmin) ; Vmax = Max(V,Vmax) ;
Wmin = Min(W,Wmin) ; Wmax = Max(W,Wmax) ;
MyView->Projects(Xmax,Ymin,Zmax,U,V,W) ;
Umin = Min(U,Umin) ; Umax = Max(U,Umax) ;
Vmin = Min(V,Vmin) ; Vmax = Max(V,Vmax) ;
Wmin = Min(W,Wmin) ; Wmax = Max(W,Wmax) ;
MyView->Projects(Xmax,Ymin,Zmin,U,V,W) ;
Umin = Min(U,Umin) ; Umax = Max(U,Umax) ;
Vmin = Min(V,Vmin) ; Vmax = Max(V,Vmax) ;
Wmin = Min(W,Wmin) ; Wmax = Max(W,Wmax) ;
MyView->Projects(Xmax,Ymax,Zmin,U,V,W) ;
Umin = Min(U,Umin) ; Umax = Max(U,Umax) ;
Vmin = Min(V,Vmin) ; Vmax = Max(V,Vmax) ;
Wmin = Min(W,Wmin) ; Wmax = Max(W,Wmax) ;
MyView->Projects(Xmin,Ymax,Zmax,U,V,W) ;
Umin = Min(U,Umin) ; Umax = Max(U,Umax) ;
Vmin = Min(V,Vmin) ; Vmax = Max(V,Vmax) ;
Wmin = Min(W,Wmin) ; Wmax = Max(W,Wmax) ;
MyView->Projects(Xmin,Ymax,Zmin,U,V,W) ;
Umin = Min(U,Umin) ; Umax = Max(U,Umax) ;
Vmin = Min(V,Vmin) ; Vmax = Max(V,Vmax) ;
Wmin = Min(W,Wmin) ; Wmax = Max(W,Wmax) ;
// Adjust Z size
Wmax = Max(Abs(Wmin),Abs(Wmax)) ;
Dz = 2.*Wmax + Margin * Wmax;
// Compute depth value
Dx = Abs(Umax - Umin) ; Dy = Abs(Vmax - Vmin) ; // Dz = Abs(Wmax - Wmin);
Dx += Margin * Dx; Dy += Margin * Dy;
Size = Sqrt(Dx*Dx + Dy*Dy + Dz*Dz);
if( Size > 0. ) {
SetZSize(Size) ;
SetDepth( Aspect * Size / 2.);
}
ImmediateUpdate();
}
//=============================================================================
//function : FitAll
//purpose :
//=============================================================================
void V3d_View::FitAll(const Standard_Real theMinXv,
const Standard_Real theMinYv,
const Standard_Real theMaxXv,
const Standard_Real theMaxYv)
{
FitAll (MyWindow, theMinXv, theMinYv, theMaxXv, theMaxYv);
}
//=============================================================================
//function : WindowFitAll
//purpose :
//=============================================================================
void V3d_View::WindowFitAll(const Standard_Integer Xmin,
const Standard_Integer Ymin,
const Standard_Integer Xmax,
const Standard_Integer Ymax)
{
WindowFit(Xmin,Ymin,Xmax,Ymax);
}
//=======================================================================
//function : WindowFit
//purpose :
//=======================================================================
void V3d_View::WindowFit (const Standard_Integer theMinXp,
const Standard_Integer theMinYp,
const Standard_Integer theMaxXp,
const Standard_Integer theMaxYp)
{
Standard_Boolean wasUpdateEnabled = SetImmediateUpdate (Standard_False);
if (!myCamera->IsOrthographic())
{
// normalize view coordiantes
Standard_Integer aWinWidth, aWinHeight;
MyWindow->Size (aWinWidth, aWinHeight);
// z coordinate of camera center
Standard_Real aDepth = myCamera->Project (myCamera->Center()).Z();
// camera projection coordinate are in NDC which are normalized [-1, 1]
Standard_Real aUMin = (2.0 / aWinWidth) * theMinXp - 1.0;
Standard_Real aUMax = (2.0 / aWinWidth) * theMaxXp - 1.0;
Standard_Real aVMin = (2.0 / aWinHeight) * theMinYp - 1.0;
Standard_Real aVMax = (2.0 / aWinHeight) * theMaxYp - 1.0;
// compute camera panning
gp_Pnt aScreenCenter (0.0, 0.0, aDepth);
gp_Pnt aFitCenter ((aUMin + aUMax) * 0.5, (aVMin + aVMax) * 0.5, aDepth);
gp_Pnt aPanTo = myCamera->ConvertProj2View (aFitCenter);
gp_Pnt aPanFrom = myCamera->ConvertProj2View (aScreenCenter);
gp_Vec aPanVec (aPanFrom, aPanTo);
// compute section size
gp_Pnt aFitTopRight (aUMax, aVMax, aDepth);
gp_Pnt aFitBotLeft (aUMin, aVMin, aDepth);
gp_Pnt aViewBotLeft = myCamera->ConvertProj2View (aFitBotLeft);
gp_Pnt aViewTopRight = myCamera->ConvertProj2View (aFitTopRight);
Standard_Real aUSize = aViewTopRight.X() - aViewBotLeft.X();
Standard_Real aVSize = aViewTopRight.Y() - aViewBotLeft.Y();
Translate (myCamera, aPanVec.X(), -aPanVec.Y());
Scale (myCamera, aUSize, aVSize);
View()->AutoZFit();
}
else
{
Standard_Real aX1, aY1, aX2, aY2;
Convert (theMinXp, theMinYp, aX1, aY1);
Convert (theMaxXp, theMaxYp, aX2, aY2);
FitAll (aX1, aY1, aX2, aY2);
}
SetImmediateUpdate (wasUpdateEnabled);
ImmediateUpdate();
}
//=======================================================================
//function : SetViewMappingDefault
//purpose :
//=======================================================================
void V3d_View::SetViewMappingDefault()
{
MyView->SetViewMappingDefault();
ImmediateUpdate();
}
//=======================================================================
//function : ResetViewMapping
//purpose :
//=======================================================================
void V3d_View::ResetViewMapping()
{
MyView->ViewMappingReset();
Update();
}
//=======================================================================
//function : ConvertToGrid
//purpose :
//=======================================================================
void V3d_View::ConvertToGrid(const Standard_Integer Xp,
const Standard_Integer Yp,
Standard_Real& Xg,
Standard_Real& Yg,
Standard_Real& Zg) const
{
Graphic3d_Vertex aVrp;
Standard_Real anX, anY, aZ;
Convert (Xp, Yp, anX, anY, aZ);
aVrp.SetCoord (anX, anY, aZ);
if( MyViewer->Grid()->IsActive() ) {
Graphic3d_Vertex aNewVrp = Compute (aVrp) ;
aNewVrp.Coord (Xg,Yg,Zg) ;
} else
aVrp.Coord (Xg,Yg,Zg) ;
}
//=======================================================================
//function : ConvertToGrid
//purpose :
//=======================================================================
void V3d_View::ConvertToGrid(const Standard_Real X,
const Standard_Real Y,
const Standard_Real Z,
Standard_Real& Xg,
Standard_Real& Yg,
Standard_Real& Zg) const
{
if( MyViewer->Grid()->IsActive() ) {
Graphic3d_Vertex aVrp (X,Y,Z) ;
Graphic3d_Vertex aNewVrp = Compute (aVrp) ;
aNewVrp.Coord(Xg,Yg,Zg) ;
} else {
Xg = X; Yg = Y; Zg = Z;
}
}
//=======================================================================
//function : Convert
//purpose :
//=======================================================================
Standard_Real V3d_View::Convert(const Standard_Integer Vp) const
{
Standard_Integer aDxw, aDyw ;
V3d_UnMapped_Raise_if (!MyView->IsDefined(), "view has no window");
MyWindow->Size (aDxw, aDyw);
Standard_Real aValue;
gp_Pnt aViewDims = myCamera->ViewDimensions();
aValue = aViewDims.X() * (Standard_Real)Vp / (Standard_Real)aDxw;
return aValue;
}
//=======================================================================
//function : Convert
//purpose :
//=======================================================================
void V3d_View::Convert(const Standard_Integer Xp,
const Standard_Integer Yp,
Standard_Real& Xv,
Standard_Real& Yv) const
{
Standard_Integer aDxw, aDyw;
V3d_UnMapped_Raise_if (!MyView->IsDefined(), "view has no window");
MyWindow->Size (aDxw, aDyw);
gp_Pnt aPoint (Xp * 2.0 / aDxw - 1.0, (aDyw - Yp) * 2.0 / aDyw - 1.0, 0.0);
aPoint = myCamera->ConvertProj2View (aPoint);
Xv = aPoint.X();
Yv = aPoint.Y();
}
//=======================================================================
//function : Convert
//purpose :
//=======================================================================
Standard_Integer V3d_View::Convert(const Standard_Real Vv) const
{
V3d_UnMapped_Raise_if (!MyView->IsDefined(), "view has no window");
Standard_Integer aDxw, aDyw;
MyWindow->Size (aDxw, aDyw);
gp_Pnt aViewDims = myCamera->ViewDimensions();
Standard_Integer aValue = RealToInt (aDxw * Vv / (aViewDims.X()));
return aValue;
}
//=======================================================================
//function : Convert
//purpose :
//=======================================================================
void V3d_View::Convert(const Standard_Real Xv,
const Standard_Real Yv,
Standard_Integer& Xp,
Standard_Integer& Yp) const
{
V3d_UnMapped_Raise_if (!MyView->IsDefined(), "view has no window");
Standard_Integer aDxw, aDyw;
MyWindow->Size (aDxw, aDyw);
gp_Pnt aPoint (Xv, Yv, 0.0);
aPoint = myCamera->ConvertView2Proj (aPoint);
aPoint = gp_Pnt ((aPoint.X() + 1.0) * aDxw / 2.0, aDyw - (aPoint.Y() + 1.0) * aDyw / 2.0, 0.0);
Xp = RealToInt (aPoint.X());
Yp = RealToInt (aPoint.Y());
}
//=======================================================================
//function : Convert
//purpose :
//=======================================================================
void V3d_View::Convert(const Standard_Integer Xp,
const Standard_Integer Yp,
Standard_Real& X,
Standard_Real& Y,
Standard_Real& Z) const
{
V3d_UnMapped_Raise_if (!MyView->IsDefined(), "view has no window");
Standard_Integer aHeight, aWidth;
MyWindow->Size (aWidth, aHeight);
Standard_Real anX = 2.0 * Xp / aWidth - 1.0;
Standard_Real anY = 2.0 * (aHeight - 1 - Yp) / aHeight - 1.0;
Standard_Real aZ = 2.0 * 0.0 - 1.0;
gp_Pnt aResult = myCamera->UnProject (gp_Pnt (anX, anY, aZ));
X = aResult.X();
Y = aResult.Y();
Z = aResult.Z();
Graphic3d_Vertex aVrp;
aVrp.SetCoord (X, Y, Z);
if( MyViewer->Grid()->IsActive() ) {
Graphic3d_Vertex aNewVrp = Compute (aVrp) ;
aNewVrp.Coord (X, Y, Z) ;
}
}
//=======================================================================
//function : ConvertWithProj
//purpose :
//=======================================================================
void V3d_View::ConvertWithProj(const Standard_Integer Xp,
const Standard_Integer Yp,
Standard_Real& X,
Standard_Real& Y,
Standard_Real& Z,
Standard_Real& Dx,
Standard_Real& Dy,
Standard_Real& Dz) const
{
V3d_UnMapped_Raise_if( !MyView->IsDefined(), "view has no window");
Standard_Integer aHeight, aWidth;
MyWindow->Size (aWidth, aHeight);
Standard_Real anX = 2.0 * Xp / aWidth - 1.0;
Standard_Real anY = 2.0 * (aHeight - 1 - Yp) / aHeight - 1.0;
Standard_Real aZ = 2.0 * 0.0 - 1.0;
gp_Pnt aResult = myCamera->UnProject (gp_Pnt (anX, anY, aZ));
X = aResult.X();
Y = aResult.Y();
Z = aResult.Z();
Graphic3d_Vertex aVrp;
aVrp.SetCoord (X, Y, Z);
aResult = myCamera->UnProject (gp_Pnt (anX, anY, aZ - 10.0));
Dx = X - aResult.X();
Dy = Y - aResult.Y();
Dz = Z - aResult.Z();
if( MyViewer->Grid()->IsActive() ) {
Graphic3d_Vertex aNewVrp = Compute (aVrp) ;
aNewVrp.Coord (X, Y, Z) ;
}
}
//=======================================================================
//function : Convert
//purpose :
//=======================================================================
void V3d_View::Convert(const Standard_Real X,
const Standard_Real Y,
const Standard_Real Z,
Standard_Integer& Xp,
Standard_Integer& Yp) const
{
V3d_UnMapped_Raise_if( !MyView->IsDefined(), "view has no window");
Standard_Integer aHeight, aWidth;
MyWindow->Size (aWidth, aHeight);
gp_Pnt aPoint = myCamera->Project (gp_Pnt (X, Y, Z));
Xp = RealToInt ((aPoint.X() + 1) * 0.5 * aWidth);
Yp = RealToInt ((aPoint.Y() + 1) * 0.5 * aHeight);
}
//=======================================================================
//function : Project
//purpose :
//=======================================================================
void V3d_View::Project(const Standard_Real X,
const Standard_Real Y,
const Standard_Real Z,
Standard_Real &Xp,
Standard_Real &Yp) const
{
Standard_Real Zp;
MyView->Projects (X, Y, Z, Xp, Yp, Zp);
}
//=======================================================================
//function : BackgroundColor
//purpose :
//=======================================================================
void V3d_View::BackgroundColor(const Quantity_TypeOfColor Type,
Standard_Real& V1,
Standard_Real& V2,
Standard_Real& V3) const
{
Quantity_Color C = BackgroundColor() ;
C.Values(V1,V2,V3,Type) ;
}
//=======================================================================
//function : BackgroundColor
//purpose :
//=======================================================================
Quantity_Color V3d_View::BackgroundColor() const
{
return MyBackground.Color() ;
}
//=======================================================================
//function : GradientBackgroundColors
//purpose :
//=======================================================================
void V3d_View::GradientBackgroundColors(Quantity_Color& Color1,Quantity_Color& Color2) const
{
MyGradientBackground.Colors(Color1, Color2);
}
//=======================================================================
//function : GradientBackground
//purpose :
//=======================================================================
Aspect_GradientBackground V3d_View::GradientBackground() const
{
return MyGradientBackground;
}
//=======================================================================
//function : Scale
//purpose :
//=======================================================================
Standard_Real V3d_View::Scale() const
{
Handle(Graphic3d_Camera) aDefaultCamera = MyView->DefaultCamera();
Standard_Real aCameraScale;
// Strange behavior for the sake of compatibility.
if (!aDefaultCamera.IsNull())
{
Standard_Real aDefaultScale = aDefaultCamera->Scale();
aCameraScale = aDefaultScale / myCamera->Scale();
}
else
{
aCameraScale = myCamera->Scale();
}
return aCameraScale;
}
//=======================================================================
//function : AxialScale
//purpose :
//=======================================================================
void V3d_View::AxialScale(Standard_Real& Sx, Standard_Real& Sy, Standard_Real& Sz) const
{
gp_Pnt anAxialScale = myCamera->AxialScale();
Sx = anAxialScale.X();
Sy = anAxialScale.Y();
Sz = anAxialScale.Z();
}
//=======================================================================
//function : Size
//purpose :
//=======================================================================
void V3d_View::Size(Standard_Real& Width, Standard_Real& Height) const
{
gp_Pnt aViewDims = myCamera->ViewDimensions();
Width = aViewDims.X();
Height = aViewDims.Y();
}
//=======================================================================
//function : ZSize
//purpose :
//=======================================================================
Standard_Real V3d_View::ZSize() const
{
gp_Pnt aViewDims = myCamera->ViewDimensions();
return aViewDims.Z();
}
//=======================================================================
//function : MinMax
//purpose :
//=======================================================================
Standard_Integer V3d_View::MinMax(Standard_Real& Umin,
Standard_Real& Vmin,
Standard_Real& Umax,
Standard_Real& Vmax) const
{
Standard_Real Wmin,Wmax,U,V,W ;
Standard_Real Xmin,Ymin,Zmin,Xmax,Ymax,Zmax ;
// CAL 6/11/98
Standard_Integer Nstruct = MyView->NumberOfDisplayedStructures() ;
if( Nstruct ) {
MyView->MinMaxValues(Xmin,Ymin,Zmin,Xmax,Ymax,Zmax) ;
MyView->Projects(Xmin,Ymin,Zmin,Umin,Vmin,Wmin) ;
MyView->Projects(Xmax,Ymax,Zmax,Umax,Vmax,Wmax) ;
MyView->Projects(Xmin,Ymin,Zmax,U,V,W) ;
Umin = Min(U,Umin) ; Umax = Max(U,Umax) ;
Vmin = Min(V,Vmin) ; Vmax = Max(V,Vmax) ;
Wmin = Min(W,Wmin) ; Wmax = Max(W,Wmax) ;
MyView->Projects(Xmax,Ymin,Zmax,U,V,W) ;
Umin = Min(U,Umin) ; Umax = Max(U,Umax) ;
Vmin = Min(V,Vmin) ; Vmax = Max(V,Vmax) ;
Wmin = Min(W,Wmin) ; Wmax = Max(W,Wmax) ;
MyView->Projects(Xmax,Ymin,Zmin,U,V,W) ;
Umin = Min(U,Umin) ; Umax = Max(U,Umax) ;
Vmin = Min(V,Vmin) ; Vmax = Max(V,Vmax) ;
Wmin = Min(W,Wmin) ; Wmax = Max(W,Wmax) ;
MyView->Projects(Xmax,Ymax,Zmin,U,V,W) ;
Umin = Min(U,Umin) ; Umax = Max(U,Umax) ;
Vmin = Min(V,Vmin) ; Vmax = Max(V,Vmax) ;
Wmin = Min(W,Wmin) ; Wmax = Max(W,Wmax) ;
MyView->Projects(Xmin,Ymax,Zmax,U,V,W) ;
Umin = Min(U,Umin) ; Umax = Max(U,Umax) ;
Vmin = Min(V,Vmin) ; Vmax = Max(V,Vmax) ;
Wmin = Min(W,Wmin) ; Wmax = Max(W,Wmax) ;
MyView->Projects(Xmin,Ymax,Zmin,U,V,W) ;
Umin = Min(U,Umin) ; Umax = Max(U,Umax) ;
Vmin = Min(V,Vmin) ; Vmax = Max(V,Vmax) ;
Wmin = Min(W,Wmin) ; Wmax = Max(W,Wmax) ;
}
return Nstruct ;
}
//=======================================================================
//function : MinMax
//purpose :
//=======================================================================
Standard_Integer V3d_View::MinMax(Standard_Real& Xmin,
Standard_Real& Ymin,
Standard_Real& Zmin,
Standard_Real& Xmax,
Standard_Real& Ymax,
Standard_Real& Zmax) const
{
// CAL 6/11/98
// Standard_Integer Nstruct = (MyView->DisplayedStructures())->Extent() ;
Standard_Integer Nstruct = MyView->NumberOfDisplayedStructures() ;
if( Nstruct ) {
MyView->MinMaxValues(Xmin,Ymin,Zmin,Xmax,Ymax,Zmax) ;
}
return Nstruct ;
}
//=======================================================================
//function : Gravity
//purpose :
//=======================================================================
Standard_Integer V3d_View::Gravity(Standard_Real& X, Standard_Real& Y, Standard_Real& Z) const
{
Standard_Real Xmin,Ymin,Zmin,Xmax,Ymax,Zmax;
Standard_Integer Nstruct,Npoint ;
Graphic3d_MapOfStructure MySetOfStructures;
MyView->DisplayedStructures (MySetOfStructures);
Nstruct = MySetOfStructures.Extent() ;
Graphic3d_MapIteratorOfMapOfStructure MyIterator(MySetOfStructures) ;
Npoint = 0 ; X = Y = Z = 0. ;
for (; MyIterator.More(); MyIterator.Next())
{
const Handle(Graphic3d_Structure)& aStruct = MyIterator.Key();
if (!aStruct->IsEmpty())
{
aStruct->MinMaxValues (Xmin, Ymin, Zmin, Xmax, Ymax, Zmax);
// Check bounding box for validness
Standard_Real aLim = (ShortRealLast() - 1.0);
if (Abs (Xmin) > aLim || Abs (Ymin) > aLim || Abs (Zmin) > aLim ||
Abs (Xmax) > aLim || Abs (Ymax) > aLim || Abs (Zmax) > aLim)
{
continue;
}
// use camera projection to find gravity point
gp_Pnt aPnts[8] = {
gp_Pnt (Xmin, Ymin, Zmin), gp_Pnt (Xmin, Ymin, Zmax),
gp_Pnt (Xmin, Ymax, Zmin), gp_Pnt (Xmin, Ymax, Zmax),
gp_Pnt (Xmax, Ymin, Zmin), gp_Pnt (Xmax, Ymin, Zmax),
gp_Pnt (Xmax, Ymax, Zmin), gp_Pnt (Xmax, Ymax, Zmax) };
for (Standard_Integer aPntIt = 0; aPntIt < 8; ++aPntIt)
{
const gp_Pnt& aBndPnt = aPnts[aPntIt];
gp_Pnt aProjected = myCamera->Project (aBndPnt);
const Standard_Real& U = aProjected.X();
const Standard_Real& V = aProjected.Y();
if (Abs(U) <= 1.0 && Abs(V) <= 1.0)
{
Npoint++;
X += aBndPnt.X();
Y += aBndPnt.Y();
Z += aBndPnt.Z();
}
}
}
}
if( Npoint > 0 ) {
X /= Npoint ; Y /= Npoint ; Z /= Npoint ;
}
return Nstruct ;
}
//=======================================================================
//function : Eye
//purpose :
//=======================================================================
void V3d_View::Eye(Standard_Real& X, Standard_Real& Y, Standard_Real& Z) const
{
gp_Pnt aCameraEye = myCamera->Eye();
X = aCameraEye.X();
Y = aCameraEye.Y();
Z = aCameraEye.Z();
}
//=============================================================================
//function : FocalReferencePoint
//purpose :
//=============================================================================
void V3d_View::FocalReferencePoint(Standard_Real& X, Standard_Real& Y,Standard_Real& Z) const
{
Eye (X,Y,Z);
}
//=============================================================================
//function : ProjReferenceAxe
//purpose :
//=============================================================================
void V3d_View::ProjReferenceAxe(const Standard_Integer Xpix,
const Standard_Integer Ypix,
Standard_Real& XP,
Standard_Real& YP,
Standard_Real& ZP,
Standard_Real& VX,
Standard_Real& VY,
Standard_Real& VZ) const
{
Standard_Real Xo,Yo,Zo;
Convert (Xpix, Ypix, XP, YP, ZP);
if ( Type() == V3d_PERSPECTIVE )
{
FocalReferencePoint (Xo,Yo,Zo);
VX = Xo - XP;
VY = Yo - YP;
VZ = Zo - ZP;
}
else
{
Proj (VX,VY,VZ);
}
}
//=============================================================================
//function : Depth
//purpose :
//=============================================================================
Standard_Real V3d_View::Depth() const
{
return myCamera->Distance();
}
//=============================================================================
//function : Proj
//purpose :
//=============================================================================
void V3d_View::Proj(Standard_Real& Dx, Standard_Real& Dy, Standard_Real& Dz) const
{
gp_Dir aCameraDir = myCamera->Direction().Reversed();
Dx = aCameraDir.X();
Dy = aCameraDir.Y();
Dz = aCameraDir.Z();
}
//=============================================================================
//function : At
//purpose :
//=============================================================================
void V3d_View::At(Standard_Real& X, Standard_Real& Y, Standard_Real& Z) const
{
gp_Pnt aCameraCenter = myCamera->Center();
X = aCameraCenter.X();
Y = aCameraCenter.Y();
Z = aCameraCenter.Z();
}
//=============================================================================
//function : Up
//purpose :
//=============================================================================
void V3d_View::Up(Standard_Real& Vx, Standard_Real& Vy, Standard_Real& Vz) const
{
gp_Dir aCameraUp = myCamera->Up();
Vx = aCameraUp.X();
Vy = aCameraUp.Y();
Vz = aCameraUp.Z();
}
//=============================================================================
//function : Twist
//purpose :
//=============================================================================
Standard_Real V3d_View::Twist() const
{
Standard_Real Xup,Yup,Zup,Xpn,Ypn,Zpn,X0,Y0,Z0 ;
Standard_Real pvx,pvy,pvz,pvn,sca,angle ;
Graphic3d_Vector Xaxis,Yaxis,Zaxis ;
Standard_Boolean TheStatus ;
gp_Dir aReferencePlane (myCamera->Direction().Reversed());
gp_Dir anUp;
Proj(Xpn,Ypn,Zpn);
anUp = gp_Dir (0.,0.,1.) ;
TheStatus = ScreenAxis (aReferencePlane, anUp,Xaxis,Yaxis,Zaxis) ;
if( !TheStatus ) {
anUp = gp_Dir (0.,1.,0.) ;
TheStatus = ScreenAxis (aReferencePlane, anUp,Xaxis,Yaxis,Zaxis) ;
}
if( !TheStatus ) {
anUp = gp_Dir (1.,0.,0.) ;
TheStatus = ScreenAxis (aReferencePlane, anUp,Xaxis,Yaxis,Zaxis) ;
}
Yaxis.Coord(X0,Y0,Z0) ;
Up(Xup,Yup,Zup) ;
/* Compute Cross Vector From Up & Origin */
pvx = Y0*Zup - Z0*Yup ;
pvy = Z0*Xup - X0*Zup ;
pvz = X0*Yup - Y0*Xup ;
pvn = pvx*pvx + pvy*pvy + pvz*pvz ;
sca = X0*Xup + Y0*Yup + Z0*Zup ;
/* Compute Angle */
angle = Sqrt(pvn) ;
if( angle > 1. ) angle = 1. ;
else if( angle < -1. ) angle = -1. ;
angle = asin(angle) ;
if( sca < 0. ) angle = M_PI - angle ;
if( angle > 0. && angle < M_PI ) {
sca = pvx*Xpn + pvy*Ypn + pvz*Zpn ;
if( sca < 0. ) angle = DEUXPI - angle ;
}
return angle ;
}
//=============================================================================
//function : ShadingModel
//purpose :
//=============================================================================
V3d_TypeOfShadingModel V3d_View::ShadingModel() const
{
V3d_TypeOfShadingModel SM = (V3d_TypeOfShadingModel)MyViewContext.Model() ;
return SM ;
}
//=============================================================================
//function : SurfaceDetail
//purpose :
//=============================================================================
V3d_TypeOfSurfaceDetail V3d_View::SurfaceDetail() const
{
V3d_TypeOfSurfaceDetail SM = (V3d_TypeOfSurfaceDetail)MyViewContext.SurfaceDetail() ;
return SM ;
}
//=============================================================================
//function : TextureEnv
//purpose :
//=============================================================================
Handle(Graphic3d_TextureEnv) V3d_View::TextureEnv() const
{
Handle(Graphic3d_TextureEnv) SM = MyViewContext.TextureEnv() ;
return SM ;
}
//=============================================================================
//function : Visualization
//purpose :
//=============================================================================
V3d_TypeOfVisualization V3d_View::Visualization() const
{
V3d_TypeOfVisualization V =
(V3d_TypeOfVisualization)MyViewContext.Visualization() ;
return V ;
}
//=============================================================================
//function : Antialiasing
//purpose :
//=============================================================================
Standard_Boolean V3d_View::Antialiasing() const
{
Standard_Boolean A = MyViewContext.AliasingIsOn() ;
return A ;
}
//=============================================================================
//function : Viewer
//purpose :
//=============================================================================
Handle(V3d_Viewer) V3d_View::Viewer() const
{
return MyViewer ;
}
//=============================================================================
//function : IfWindow
//purpose :
//=============================================================================
Standard_Boolean V3d_View::IfWindow() const
{
Standard_Boolean TheStatus = MyView->IsDefined() ;
return TheStatus ;
}
//=============================================================================
//function : Window
//purpose :
//=============================================================================
Handle(Aspect_Window) V3d_View::Window() const
{
return MyWindow;
}
//=============================================================================
//function : Type
//purpose :
//=============================================================================
V3d_TypeOfView V3d_View::Type() const
{
return myCamera->IsOrthographic() ? V3d_ORTHOGRAPHIC : V3d_PERSPECTIVE;
}
//=============================================================================
//function : SetFocale
//purpose :
//=============================================================================
void V3d_View::SetFocale( const Standard_Real focale )
{
if (myCamera->IsOrthographic())
{
return;
}
Standard_Real aFOVyRad = ATan (focale / (myCamera->Distance() * 2.0));
myCamera->SetFOVy (aFOVyRad * (360 / M_PI));
ImmediateUpdate();
}
//=============================================================================
//function : Focale
//purpose :
//=============================================================================
Standard_Real V3d_View::Focale() const
{
if (myCamera->IsOrthographic())
{
return 0.0;
}
return myCamera->Distance() * 2.0 * Tan(myCamera->FOVy() * M_PI / 360.0);
}
//=============================================================================
//function : View
//purpose :
//=============================================================================
Handle(Visual3d_View) V3d_View::View() const
{
return MyView ;
}
//=============================================================================
//function : ScreenAxis
//purpose :
//=============================================================================
Standard_Boolean V3d_View::ScreenAxis( const gp_Dir &Vpn, const gp_Dir &Vup, Graphic3d_Vector &Xaxe, Graphic3d_Vector &Yaxe, Graphic3d_Vector &Zaxe)
{
Standard_Real Xpn, Ypn, Zpn, Xup, Yup, Zup;
Standard_Real dx1, dy1, dz1, xx, yy, zz;
Xpn = Vpn.X(); Ypn = Vpn.Y(); Zpn = Vpn.Z();
Xup = Vup.X(); Yup = Vup.Y(); Zup = Vup.Z();
xx = Yup*Zpn - Zup*Ypn;
yy = Zup*Xpn - Xup*Zpn;
zz = Xup*Ypn - Yup*Xpn;
Xaxe.SetCoord (xx, yy, zz);
if (Xaxe.LengthZero()) return Standard_False;
Xaxe.Normalize();
Xaxe.Coord(dx1, dy1, dz1);
xx = Ypn*dz1 - Zpn*dy1;
yy = Zpn*dx1 - Xpn*dz1;
zz = Xpn*dy1 - Ypn*dx1;
Yaxe.SetCoord (xx, yy, zz) ;
if (Yaxe.LengthZero()) return Standard_False;
Yaxe.Normalize();
Zaxe.SetCoord (Xpn, Ypn, Zpn);
Zaxe.Normalize();
return Standard_True;
}
//=============================================================================
//function : TrsPoint
//purpose :
//=============================================================================
Graphic3d_Vertex V3d_View::TrsPoint( const Graphic3d_Vertex &P, const TColStd_Array2OfReal &Matrix )
{
Graphic3d_Vertex PP ;
Standard_Real X,Y,Z,XX,YY,ZZ ;
// CAL. S3892
Standard_Integer lr, ur, lc, uc;
lr = Matrix.LowerRow ();
ur = Matrix.UpperRow ();
lc = Matrix.LowerCol ();
uc = Matrix.UpperCol ();
if ((ur - lr + 1 != 4) || (uc - lc + 1 != 4) ) {
P.Coord(X,Y,Z) ;
PP.SetCoord(X,Y,Z) ;
return PP ;
}
P.Coord(X,Y,Z) ;
XX = (Matrix(lr,lc+3) + X*Matrix(lr,lc) + Y*Matrix(lr,lc+1)+
Z*Matrix(lr,lc+2))/Matrix(lr+3,lc+3) ;
YY = (Matrix(lr+1,lc+3) + X*Matrix(lr+1,lc) + Y*Matrix(lr+1,lc+1) +
Z*Matrix(lr+1,lc+2))/Matrix(lr+3,lc+3) ;
ZZ = (Matrix(lr+2,lc+3) + X*Matrix(lr+2,lc) + Y*Matrix(lr+2,lc+1) +
Z*Matrix(lr+2,lc+2))/Matrix(lr+3,lc+3) ;
PP.SetCoord(XX,YY,ZZ) ;
return PP ;
}
//=======================================================================
//function : Pan
//purpose :
//=======================================================================
void V3d_View::Pan (const Standard_Integer theDXp,
const Standard_Integer theDYp,
const Quantity_Factor theZoomFactor,
const Standard_Boolean theToStart)
{
Panning (Convert (theDXp), Convert (theDYp), theZoomFactor, theToStart);
}
//=======================================================================
//function : Panning
//purpose :
//=======================================================================
void V3d_View::Panning (const Standard_Real theDXv,
const Standard_Real theDYv,
const Quantity_Factor theZoomFactor,
const Standard_Boolean theToStart)
{
Standard_ASSERT_RAISE (theZoomFactor > 0.0, "Bad zoom factor");
if (theToStart)
{
myCamStartOpEye = myCamera->Eye();
myCamStartOpCenter = myCamera->Center();
}
Standard_Boolean wasUpdateEnabled = SetImmediateUpdate (Standard_False);
gp_Pnt aViewDims = myCamera->ViewDimensions();
myCamera->SetEye (myCamStartOpEye);
myCamera->SetCenter (myCamStartOpCenter);
Translate (myCamera, -theDXv, -theDYv);
Scale (myCamera, aViewDims.X() / theZoomFactor, aViewDims.Y() / theZoomFactor);
SetImmediateUpdate (wasUpdateEnabled);
ImmediateUpdate();
}
//=======================================================================
//function : Zoom
//purpose :
//=======================================================================
void V3d_View::Zoom (const Standard_Integer theXp1,
const Standard_Integer theYp1,
const Standard_Integer theXp2,
const Standard_Integer theYp2)
{
Standard_Integer aDx = theXp2 - theXp1;
Standard_Integer aDy = theYp2 - theYp1;
if (aDx != 0 || aDy != 0)
{
Standard_Real aCoeff = Sqrt( (Standard_Real)(aDx * aDx + aDy * aDy) ) / 100.0 + 1.0;
aCoeff = (aDx > 0) ? aCoeff : 1.0 / aCoeff;
SetZoom (aCoeff, Standard_True);
}
}
//=======================================================================
//function : StartZoomAtPoint
//purpose :
//=======================================================================
void V3d_View::StartZoomAtPoint (const Standard_Integer theXp,
const Standard_Integer theYp)
{
MyZoomAtPointX = theXp;
MyZoomAtPointY = theYp;
}
//=======================================================================
//function : ZoomAtPoint
//purpose :
//=======================================================================
void V3d_View::ZoomAtPoint (const Standard_Integer theMouseStartX,
const Standard_Integer theMouseStartY,
const Standard_Integer theMouseEndX,
const Standard_Integer theMouseEndY)
{
Standard_Boolean wasUpdateEnabled = SetImmediateUpdate (Standard_False);
// zoom
Standard_Real aDxy = Standard_Real ((theMouseEndX + theMouseEndY) - (theMouseStartX + theMouseStartY));
Standard_Real aDZoom = Abs (aDxy) / 100.0 + 1.0;
aDZoom = (aDxy > 0.0) ? aDZoom : 1.0 / aDZoom;
V3d_BadValue_Raise_if (aDZoom <= 0.0, "V3d_View::ZoomAtPoint, bad coefficient");
Standard_Real aViewWidth = myCamera->ViewDimensions().X();
Standard_Real aViewHeight = myCamera->ViewDimensions().Y();
// ensure that zoom will not be too small or too big.
Standard_Real aCoef = aDZoom;
if (aViewWidth < aCoef * Precision::Confusion())
{
aCoef = aViewWidth / Precision::Confusion();
}
else if (aViewWidth > aCoef * 1e12)
{
aCoef = aViewWidth / 1e12;
}
if (aViewHeight < aCoef * Precision::Confusion())
{
aCoef = aViewHeight / Precision::Confusion();
}
else if (aViewHeight > aCoef * 1e12)
{
aCoef = aViewHeight / 1e12;
}
Standard_Real aZoomAtPointXv = 0.0;
Standard_Real aZoomAtPointYv = 0.0;
Convert (MyZoomAtPointX, MyZoomAtPointY, aZoomAtPointXv, aZoomAtPointYv);
V3d_Coordinate aDxv = aZoomAtPointXv / aCoef;
V3d_Coordinate aDyv = aZoomAtPointYv / aCoef;
myCamera->SetScale (myCamera->Scale() / aCoef);
Translate (myCamera, aZoomAtPointXv - aDxv, aZoomAtPointYv - aDyv);
View()->AutoZFit();
SetImmediateUpdate (wasUpdateEnabled);
ImmediateUpdate();
}
//=============================================================================
//function : AxialScale
//purpose :
//=============================================================================
void V3d_View::AxialScale (const Standard_Integer Dx,
const Standard_Integer Dy,
const V3d_TypeOfAxe Axis)
{
if( Dx != 0. || Dy != 0. ) {
Standard_Real Sx, Sy, Sz;
AxialScale( Sx, Sy, Sz );
Standard_Real dscale = Sqrt(Dx*Dx + Dy*Dy) / 100. + 1;
dscale = (Dx > 0) ? dscale : 1./dscale;
if( Axis == V3d_X ) Sx = dscale;
if( Axis == V3d_Y ) Sy = dscale;
if( Axis == V3d_Z ) Sz = dscale;
SetAxialScale( Sx, Sy, Sz );
}
}
//=============================================================================
//function : FitAll
//purpose :
//=============================================================================
void V3d_View::FitAll(const Handle(Aspect_Window)& aWindow,
const Standard_Real Xmin,
const Standard_Real Ymin,
const Standard_Real Xmax,
const Standard_Real Ymax)
{
Standard_Integer aWinWidth, aWinHeight;
aWindow->Size (aWinWidth, aWinHeight);
Standard_Real aWinAspect = (Standard_Real)aWinWidth / aWinHeight;
Standard_Real aFitSizeU = Abs (Xmax - Xmin);
Standard_Real aFitSizeV = Abs (Ymax - Ymin);
Standard_Real aFitAspect = aFitSizeU / aFitSizeV;
if (aFitAspect >= aWinAspect)
{
aFitSizeV = aFitSizeU / aWinAspect;
}
else
{
aFitSizeU = aFitSizeV * aWinAspect;
}
myCamera->SetAspect (aWinAspect);
Translate (myCamera, (Xmin + Xmax) * 0.5, (Ymin + Ymax) * 0.5);
Scale (myCamera, aFitSizeU, aFitSizeV);
View()->AutoZFit();
ImmediateUpdate();
}
//=============================================================================
//function : StartRotation
//purpose :
//=============================================================================
#ifdef IMP250900
static Standard_Boolean zRotation = Standard_False;
#endif
void V3d_View::StartRotation(const Standard_Integer X,
const Standard_Integer Y,
const Quantity_Ratio zRotationThreshold)
{
sx = X; sy = Y;
Standard_Real x,y;
Size(x,y);
rx = Standard_Real(Convert(x));
ry = Standard_Real(Convert(y));
Gravity(gx,gy,gz);
Rotate(0.,0.,0.,gx,gy,gz,Standard_True);
#ifdef IMP250900
zRotation = Standard_False;
if( zRotationThreshold > 0. ) {
Standard_Real dx = Abs(sx - rx/2.);
Standard_Real dy = Abs(sy - ry/2.);
// if( dx > rx/3. || dy > ry/3. ) zRotation = Standard_True;
Standard_Real dd = zRotationThreshold * (rx + ry)/2.;
if( dx > dd || dy > dd ) zRotation = Standard_True;
}
#endif
}
//=============================================================================
//function : Rotation
//purpose :
//=============================================================================
void V3d_View::Rotation(const Standard_Integer X,
const Standard_Integer Y)
{
#ifdef IMP210600
if( rx == 0. || ry == 0. ) {
StartRotation(X,Y);
return;
}
#endif
#ifdef IMP250900
Standard_Real dx=0.,dy=0.,dz=0.;
if( zRotation ) {
dz = atan2(Standard_Real(X)-rx/2., ry/2.-Standard_Real(Y)) -
atan2(sx-rx/2.,ry/2.-sy);
} else {
dx = (Standard_Real(X) - sx) * M_PI / rx;
dy = (sy - Standard_Real(Y)) * M_PI / ry;
}
Rotate(dx, dy, dz, gx, gy, gz, Standard_False);
#else
Standard_Real dx = (Standard_Real(X - sx)) * M_PI;
Standard_Real dy = (Standard_Real(sy - Y)) * M_PI;
Rotate(dx/rx, dy/ry, 0., gx, gy, gz, Standard_False);
#endif
#ifdef IMP020300
if( !myImmediateUpdate ) Update();
#else
myImmediateUpdate = Standard_False;
Rotate(dx/rx, dy/ry, 0., gx, gy, gz, Standard_False);
ZFitAll (Zmargin); //Don't do that, perf improvment
myImmediateUpdate = Standard_True;
ImmediateUpdate();
#endif
}
//=============================================================================
//function : SetComputedMode
//purpose :
//=============================================================================
void V3d_View::SetComputedMode (const Standard_Boolean aMode)
{
if (aMode)
{
if (myComputedMode)
{
MyView->SetComputedMode (Standard_True);
Update();
}
}
else
{
MyView->SetComputedMode (Standard_False);
Update();
}
}
//=============================================================================
//function : ComputedMode
//purpose :
//=============================================================================
Standard_Boolean V3d_View::ComputedMode() const
{
return MyView->ComputedMode();
}
//=============================================================================
//function : SetBackFacingModel
//purpose :
//=============================================================================
void V3d_View::SetBackFacingModel (const V3d_TypeOfBackfacingModel aModel)
{
MyView->SetBackFacingModel (Visual3d_TypeOfBackfacingModel(aModel));
Redraw();
}
//=============================================================================
//function : BackFacingModel
//purpose :
//=============================================================================
V3d_TypeOfBackfacingModel V3d_View::BackFacingModel() const
{
return V3d_TypeOfBackfacingModel(MyView -> BackFacingModel ());
}
void V3d_View::Init()
{
myComputedMode = MyViewer->ComputedMode();
if( !myComputedMode || !MyViewer->DefaultComputedMode() ) {
SetComputedMode(Standard_False);
}
}
//=============================================================================
//function : Dump
//purpose :
//=============================================================================
Standard_Boolean V3d_View::Dump (const Standard_CString theFile,
const Graphic3d_BufferType& theBufferType)
{
Standard_Integer aWinWidth, aWinHeight;
MyWindow->Size (aWinWidth, aWinHeight);
Image_AlienPixMap anImage;
return ToPixMap (anImage, aWinWidth, aWinHeight, theBufferType) && anImage.Save (theFile);
}
//=============================================================================
//function : ToPixMap
//purpose :
//=============================================================================
Standard_Boolean V3d_View::ToPixMap (Image_PixMap& theImage,
const Standard_Integer theWidth,
const Standard_Integer theHeight,
const Graphic3d_BufferType& theBufferType,
const Standard_Boolean theToKeepAspect,
const V3d_StereoDumpOptions theStereoOptions)
{
Graphic3d_CView* cView = (Graphic3d_CView* )MyView->CView();
// always prefer hardware accelerated offscreen buffer
Graphic3d_PtrFrameBuffer aFBOPtr = NULL;
Graphic3d_PtrFrameBuffer aPrevFBOPtr = (Graphic3d_PtrFrameBuffer )cView->ptrFBO;
Standard_Integer aFBOVPSizeX (theWidth), aFBOVPSizeY (theHeight), aFBOSizeXMax (0), aFBOSizeYMax (0);
Standard_Integer aPrevFBOVPSizeX (0), aPrevFBOVPSizeY (0), aPrevFBOSizeXMax (0), aPrevFBOSizeYMax (0);
if (aPrevFBOPtr != NULL)
{
MyView->FBOGetDimensions (aPrevFBOPtr,
aPrevFBOVPSizeX, aPrevFBOVPSizeY,
aPrevFBOSizeXMax, aPrevFBOSizeYMax);
if (aFBOVPSizeX <= aPrevFBOSizeXMax && aFBOVPSizeY <= aPrevFBOSizeYMax)
{
MyView->FBOChangeViewport (aPrevFBOPtr, aFBOVPSizeX, aFBOVPSizeY);
aFBOPtr = aPrevFBOPtr;
}
}
if (aFBOPtr == NULL)
{
// Try to create hardware accelerated buffer
aFBOPtr = MyView->FBOCreate (aFBOVPSizeX, aFBOVPSizeY);
if (aFBOPtr != NULL)
{
MyView->FBOGetDimensions (aFBOPtr,
aFBOVPSizeX, aFBOVPSizeY,
aFBOSizeXMax, aFBOSizeYMax);
// reduce viewport in case of hardware limits
if (aFBOVPSizeX > aFBOSizeXMax) aFBOVPSizeX = aFBOSizeXMax;
if (aFBOVPSizeY > aFBOSizeYMax) aFBOVPSizeY = aFBOSizeYMax;
MyView->FBOChangeViewport (aFBOPtr, aFBOVPSizeX, aFBOVPSizeY);
}
}
cView->ptrFBO = aFBOPtr;
// If hardware accelerated buffer - try to use onscreen buffer
// Results may be bad!
if (aFBOPtr == NULL)
{
// retrieve window sizes
Standard_Integer aWinWidth, aWinHeight;
MyWindow->Size (aWinWidth, aWinHeight);
// technically we can reduce existing viewport...
// but currently allow only dumping the window itself
if (aFBOVPSizeX != aWinWidth || aFBOVPSizeY != aWinHeight)
{
return Standard_False;
}
}
Handle(Graphic3d_Camera) aStoreMapping = new Graphic3d_Camera();
aStoreMapping->Copy (myCamera);
if (myCamera->IsStereo())
{
switch (theStereoOptions)
{
case V3d_SDO_MONO :
myCamera->SetProjectionType (Graphic3d_Camera::Projection_Perspective);
break;
case V3d_SDO_LEFT_EYE :
myCamera->SetProjectionType (Graphic3d_Camera::Projection_MonoLeftEye);
break;
case V3d_SDO_RIGHT_EYE :
myCamera->SetProjectionType (Graphic3d_Camera::Projection_MonoRightEye);
break;
}
}
// render immediate structures into back buffer rather than front
Handle(Graphic3d_GraphicDriver) aDriver = Handle(Graphic3d_GraphicDriver)::DownCast (MyView->GraphicDriver());
const Standard_Boolean aPrevImmediateMode = aDriver.IsNull() ? Standard_True : aDriver->SetImmediateModeDrawToFront (*cView, Standard_False);
const Standard_Boolean toAutoUpdate = myImmediateUpdate;
myImmediateUpdate = Standard_False;
View()->AutoZFit();
myImmediateUpdate = toAutoUpdate;
if (theToKeepAspect)
{
myCamera->SetAspect ((Standard_Real) aFBOVPSizeX / aFBOVPSizeY);
}
//workaround for rendering list of Over and Under Layers
if (!MyLayerMgr.IsNull())
{
MyLayerMgr->Compute();
}
Redraw();
if (!aDriver.IsNull())
{
aDriver->SetImmediateModeDrawToFront (*cView, aPrevImmediateMode);
}
myCamera->Copy (aStoreMapping);
Standard_Boolean isSuccess = Standard_True;
// allocate image buffer for dumping
if (theImage.IsEmpty()
|| (Standard_Size )aFBOVPSizeX != theImage.SizeX()
|| (Standard_Size )aFBOVPSizeY != theImage.SizeY())
{
bool isBigEndian = Image_PixMap::IsBigEndianHost();
Image_PixMap::ImgFormat aFormat = Image_PixMap::ImgUNKNOWN;
switch (theBufferType)
{
case Graphic3d_BT_RGB: aFormat = isBigEndian ? Image_PixMap::ImgRGB : Image_PixMap::ImgBGR; break;
case Graphic3d_BT_RGBA: aFormat = isBigEndian ? Image_PixMap::ImgRGBA : Image_PixMap::ImgBGRA; break;
case Graphic3d_BT_Depth: aFormat = Image_PixMap::ImgGrayF; break;
}
isSuccess = isSuccess && theImage.InitZero (aFormat, aFBOVPSizeX, aFBOVPSizeY);
}
isSuccess = isSuccess && MyView->BufferDump (theImage, theBufferType);
// FBO now useless, free resources
if (aFBOPtr != aPrevFBOPtr)
{
MyView->FBORelease (aFBOPtr);
}
else if (aPrevFBOPtr != NULL)
{
MyView->FBOChangeViewport (aPrevFBOPtr, aPrevFBOVPSizeX, aPrevFBOVPSizeY);
}
cView->ptrFBO = aPrevFBOPtr;
return isSuccess;
}
void V3d_View::ImmediateUpdate() const
{
if (myImmediateUpdate) Update();
}
Standard_Boolean V3d_View::SetImmediateUpdate (const Standard_Boolean theImmediateUpdate)
{
Standard_Boolean aPreviousMode = myImmediateUpdate;
myImmediateUpdate = theImmediateUpdate;
return aPreviousMode;
}
// =======================================================================
// function : SetCamera
// purpose :
// =======================================================================
void V3d_View::SetCamera (const Handle(Graphic3d_Camera)& theCamera)
{
Standard_ASSERT_RAISE (!theCamera.IsNull(), "Void camera is not allowed");
myCamera = theCamera;
MyView->SetCamera (theCamera);
}
// =======================================================================
// function : GetCamera
// purpose :
// =======================================================================
const Handle(Graphic3d_Camera)& V3d_View::Camera() const
{
return myCamera;
}
// =======================================================================
// function : FitMinMax
// purpose : Internal
// =======================================================================
Standard_Boolean V3d_View::FitMinMax (const Handle(Graphic3d_Camera)& theCamera,
const gp_XYZ& theMinCorner,
const gp_XYZ& theMaxCorner,
const Standard_Real theMargin,
const Standard_Real theResolution,
const Standard_Boolean theToEnlargeIfLine) const
{
// Check bounding box for validness
Standard_Real aLim = (ShortRealLast() - 1.0);
if (Abs (theMinCorner.X()) > aLim || Abs (theMinCorner.Y()) > aLim || Abs (theMinCorner.Z()) > aLim ||
Abs (theMaxCorner.X()) > aLim || Abs (theMaxCorner.Y()) > aLim || Abs (theMaxCorner.Z()) > aLim)
{
return Standard_False; // bounding box is out of bounds...
}
// Apply "axial scaling" to the bounding points.
// It is not the best approach to make this scaling as a part of fit all operation,
// but the axial scale is integrated into camera orientation matrix and the other
// option is to perform frustum plane adjustment algorithm in view camera space,
// which will lead to a number of additional world-view space conversions and
// loosing precision as well.
Standard_Real aXmin = theMinCorner.X() * theCamera->AxialScale().X();
Standard_Real aXmax = theMaxCorner.X() * theCamera->AxialScale().X();
Standard_Real aYmin = theMinCorner.Y() * theCamera->AxialScale().Y();
Standard_Real aYmax = theMaxCorner.Y() * theCamera->AxialScale().Y();
Standard_Real aZmin = theMinCorner.Z() * theCamera->AxialScale().Z();
Standard_Real aZmax = theMaxCorner.Z() * theCamera->AxialScale().Z();
Bnd_Box aBBox;
aBBox.Update (aXmin, aYmin, aZmin, aXmax, aYmax, aZmax);
if (aBBox.IsThin (RealEpsilon()))
{
return Standard_False; // nothing to fit all
}
gp_Pnt aBBCenter ((aXmin + aXmax) * 0.5, (aYmin + aYmax) * 0.5, (aZmin + aZmax) * 0.5);
gp_Pln aFrustumLeft;
gp_Pln aFrustumRight;
gp_Pln aFrustumBottom;
gp_Pln aFrustumTop;
gp_Pln aFrustumNear;
gp_Pln aFrustumFar;
theCamera->Frustum (aFrustumLeft, aFrustumRight, aFrustumBottom, aFrustumTop, aFrustumNear, aFrustumFar);
gp_Dir aCamUp = theCamera->OrthogonalizedUp();
gp_Dir aCamDir = theCamera->Direction();
gp_Dir aCamSide = aCamDir ^ aCamUp;
// Perspective-correct camera projection vector, matching the bounding box is determined geometrically.
// Knowing the initial shape of a frustum it is possible to match it to a bounding box.
// Then, knowing the relation of camera projection vector to the frustum shape it is possible to
// set up perspective-correct camera projection matching the bounding box.
// These steps support non-asymmetric transformations of view-projection space provided by camera.
// The zooming can be done by calculating view plane size matching the bounding box at center of
// the bounding box. The only limitation here is that the scale of camera should define size of
// its view plane passing through the camera center, and the center of camera should be on the
// same line with the center of bounding box.
// The following method is applied:
// 1) Determine normalized asymmetry of camera projection vector by frustum planes.
// 2) Determine new location of frustum planes, "matching" the bounding box.
// 3) Determine new camera projection vector using the normalized asymmetry.
// 4) Determine new zooming in view space.
// Determine normalized projection asymmetry (if any).
Standard_Real anAssymX = Tan ( aCamSide.Angle (aFrustumLeft.Axis().Direction()))
- Tan (-aCamSide.Angle (aFrustumRight.Axis().Direction()));
Standard_Real anAssymY = Tan ( aCamUp.Angle (aFrustumBottom.Axis().Direction()))
- Tan (-aCamUp.Angle (aFrustumTop.Axis().Direction()));
// Determine how far should be the frustum planes placed from center
// of bounding box, in order to match the bounding box closely.
gp_Pln aMatchSide[6] = {aFrustumLeft, aFrustumRight, aFrustumBottom, aFrustumTop, aFrustumNear, aFrustumFar};
Standard_Real aMatchDistance[6] = {0.0, 0.0, 0.0, 0.0, 0.0, 0.0};
for (Standard_Integer anIt = 0; anIt < 6; ++anIt)
{
const gp_Dir& aPlaneN = aMatchSide[anIt].Axis().Direction();
gp_Trsf aPlaneTrsf;
aPlaneTrsf.SetTransformation (gp_Ax3(), gp_Ax3 (aBBCenter, aPlaneN));
Bnd_Box aRelativeBBox = aBBox.Transformed (aPlaneTrsf);
Standard_Real aDummy = 0.0;
Standard_Real aZmin = 0.0;
Standard_Real aZmax = 0.0;
aRelativeBBox.Get (aDummy, aDummy, aZmin, aDummy, aDummy, aZmax);
aMatchDistance[anIt] = -aZmin;
}
// The center of camera is placed on the same line with center of bounding box.
// The view plane section crosses the bounding box at its center.
// To compute view plane size, evaluate coefficients converting "point -> plane distance"
// into view section size between the point and the frustum plane.
// proj
// /|\ right half of frame //
// | //
// point o<-- distance * coeff -->//---- (view plane section)
// \ //
// (distance) //
// ~ //
// (distance) //
// \/\//
// \//
// //
// (frustum plane)
aMatchDistance[0] *= Sqrt(1 + Pow (Tan ( aCamSide.Angle (aFrustumLeft.Axis().Direction())), 2.0));
aMatchDistance[1] *= Sqrt(1 + Pow (Tan (-aCamSide.Angle (aFrustumRight.Axis().Direction())), 2.0));
aMatchDistance[2] *= Sqrt(1 + Pow (Tan ( aCamUp.Angle (aFrustumBottom.Axis().Direction())), 2.0));
aMatchDistance[3] *= Sqrt(1 + Pow (Tan (-aCamUp.Angle (aFrustumTop.Axis().Direction())), 2.0));
aMatchDistance[4] *= Sqrt(1 + Pow (Tan ( aCamDir.Angle (aFrustumNear.Axis().Direction())), 2.0));
aMatchDistance[5] *= Sqrt(1 + Pow (Tan (-aCamDir.Angle (aFrustumFar.Axis().Direction())), 2.0));
Standard_Real aViewSizeXv = aMatchDistance[0] + aMatchDistance[1];
Standard_Real aViewSizeYv = aMatchDistance[2] + aMatchDistance[3];
Standard_Real aViewSizeZv = aMatchDistance[4] + aMatchDistance[5];
// Place center of camera on the same line with center of bounding
// box applying corresponding projection asymmetry (if any).
Standard_Real anAssymXv = anAssymX * aViewSizeXv * 0.5;
Standard_Real anAssymYv = anAssymY * aViewSizeYv * 0.5;
Standard_Real anOffsetXv = (aMatchDistance[1] - aMatchDistance[0]) * 0.5 + anAssymXv;
Standard_Real anOffsetYv = (aMatchDistance[3] - aMatchDistance[2]) * 0.5 + anAssymYv;
gp_Vec aTranslateSide = gp_Vec (aCamSide) * anOffsetXv;
gp_Vec aTranslateUp = gp_Vec (aCamUp) * anOffsetYv;
gp_Pnt aNewCenter = aBBCenter.Translated (aTranslateSide).Translated (aTranslateUp);
gp_Trsf aCenterTrsf;
aCenterTrsf.SetTranslation (theCamera->Center(), aNewCenter);
theCamera->Transform (aCenterTrsf);
theCamera->SetDistance (aMatchDistance[5] + aMatchDistance[4]);
// Bounding box collapses to a point or thin line going in depth of the screen
if (aViewSizeXv < theResolution && aViewSizeYv < theResolution)
{
if (aViewSizeXv < theResolution || !theToEnlargeIfLine)
{
return Standard_True; // This is just one point or line and zooming has no effect.
}
// Looking along line and "theToEnlargeIfLine" is requested.
// Fit view to see whole scene on rotation.
aViewSizeXv = aViewSizeZv;
aViewSizeYv = aViewSizeZv;
}
Scale (theCamera, aViewSizeXv * (1.0 + theMargin), aViewSizeYv * (1.0 + theMargin));
return Standard_True;
}
// =======================================================================
// function : Scale
// purpose : Internal
// =======================================================================
void V3d_View::Scale (const Handle(Graphic3d_Camera)& theCamera,
const Standard_Real theSizeXv,
const Standard_Real theSizeYv) const
{
Standard_Real anAspect = theCamera->Aspect();
Standard_Real aMaxSize = Max (theSizeXv / anAspect, theSizeYv);
theCamera->SetScale (aMaxSize);
}
// =======================================================================
// function : Translate
// purpose : Internal
// =======================================================================
void V3d_View::Translate (const Handle(Graphic3d_Camera)& theCamera,
const Standard_Real theDXv,
const Standard_Real theDYv) const
{
const gp_Pnt& aCenter = theCamera->Center();
const gp_Dir& aDir = theCamera->Direction();
const gp_Dir& anUp = theCamera->Up();
gp_Ax3 aCameraCS (aCenter, aDir.Reversed(), aDir ^ anUp);
gp_Vec aCameraPanXv = gp_Vec (aCameraCS.XDirection()) * theDXv;
gp_Vec aCameraPanYv = gp_Vec (aCameraCS.YDirection()) * theDYv;
gp_Vec aCameraPan = aCameraPanXv + aCameraPanYv;
gp_Trsf aPanTrsf;
aPanTrsf.SetTranslation (aCameraPan);
theCamera->Transform (aPanTrsf);
}
// =======================================================================
// function : IsCullingEnabled
// purpose :
// =======================================================================
Standard_Boolean V3d_View::IsCullingEnabled() const
{
Graphic3d_CView* aView = (Graphic3d_CView* )MyView->CView();
return aView->IsCullingEnabled;
}
// =======================================================================
// function : SetFrustumCulling
// purpose :
// =======================================================================
void V3d_View::SetFrustumCulling (const Standard_Boolean theToClip)
{
Graphic3d_CView* aView = (Graphic3d_CView* )MyView->CView();
aView->IsCullingEnabled = theToClip;
}