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Implementation of global functions STANDARD_TYPE() for types not inheriting Standard_Transient or Standard_Persistent are eliminated. Global functions and class methods ShallowCopy() are removed; also removed unused classes Visual3d_PickPath and Visual3d_PickDescriptor. Global functions and class methods ShallowDump() are removed, except for classes Standard_GUID, TopLoc_Datum, and TopLoc_Location as the latter are still used in some Debug printouts.
430 lines
14 KiB
C++
430 lines
14 KiB
C++
// Copyright (c) 1999-2014 OPEN CASCADE SAS
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//
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// This file is part of Open CASCADE Technology software library.
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//
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// This library is free software; you can redistribute it and/or modify it under
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// the terms of the GNU Lesser General Public License version 2.1 as published
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// by the Free Software Foundation, with special exception defined in the file
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// OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT
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// distribution for complete text of the license and disclaimer of any warranty.
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//
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// Alternatively, this file may be used under the terms of Open CASCADE
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// commercial license or contractual agreement.
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/***********************************************************************
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V3d_PositionLight.cxx
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Created: 30-03-98 ZOV (ZELENKOV Oleg)
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************************************************************************/
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#include <V3d.hxx>
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#include <V3d_PositionLight.ixx>
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#include <Graphic3d_Vector.hxx>
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#include <Graphic3d_Vertex.hxx>
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#include <Graphic3d_Structure.hxx>
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#include <Graphic3d_Group.hxx>
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#include <Graphic3d_ArrayOfSegments.hxx>
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#include <Graphic3d_AspectMarker3d.hxx>
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#include <Graphic3d_AspectLine3d.hxx>
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#include <Graphic3d_AspectText3d.hxx>
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#include <V3d_SpotLight.hxx>
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#include <Visual3d_Light.hxx>
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#include <Visual3d_ViewManager.hxx>
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#include <Visual3d_ContextPick.hxx>
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#include <V3d_BadValue.hxx>
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#include <gp_Dir.hxx>
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#include <gp_Ax1.hxx>
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#include <gp_Vec.hxx>
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#include <gp_Pnt.hxx>
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#include <gp_Trsf.hxx>
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#include <TCollection_AsciiString.hxx>
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V3d_PositionLight::V3d_PositionLight(const Handle(V3d_Viewer)& VM) : V3d_Light(VM) {
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}
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void V3d_PositionLight::SetTarget(const Standard_Real X, const Standard_Real Y, const Standard_Real Z) {
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Standard_Real Xc,Yc,Zc, Xp,Yp,Zp;
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// Recalculation of the position
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MyTarget.Coord(Xc,Yc,Zc);
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Position (Xp,Yp,Zp) ;
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Xp = Xp + (X - Xc);
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Yp = Yp + (Y - Yc);
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Zp = Zp + (Z - Zc);
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// Affectation
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MyTarget.SetCoord(X,Y,Z);
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SetPosition(Xp,Yp,Zp) ;
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}
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void V3d_PositionLight::SetRadius(const Standard_Real Radius) {
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V3d_BadValue_Raise_if( Radius <= 0. , "V3d_PositionLight::SetRadius, bad radius");
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V3d_BadValue_Raise_if( MyType == V3d_DIRECTIONAL , "V3d_PositionLight::SetRadius, bad light type");
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Standard_Real X0,Y0,Z0, Xn,Yn,Zn, Xp,Yp,Zp;
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// The target point remains unchanged, only the position of the light is modified
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// by preserving the direction.
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Position (Xp,Yp,Zp);
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Graphic3d_Vector D(MyTarget, Graphic3d_Vertex(Xp, Yp, Zp));
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D.Normalize();
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D.Coord(Xn,Yn,Zn);
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MyTarget.Coord(X0,Y0,Z0);
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Xn = X0 + Radius*Xn;
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Yn = Y0 + Radius*Yn;
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Zn = Z0 + Radius*Zn;
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SetPosition(Xn,Yn,Zn) ;
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}
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void V3d_PositionLight::OnHideFace(const Handle(V3d_View)& aView) {
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Standard_Real Xp,Yp,Zp, X,Y,Z, VX,VY,VZ;
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Position (Xp,Yp,Zp);
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V3d_Light::SymetricPointOnSphere (aView,
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MyTarget, Graphic3d_Vertex(Xp,Yp,Yp), Radius(), X,Y,Z, VX,VY,VZ);
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// This is a visible point
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if ((VX*(X-Xp) < 0.) && (VY*(Y-Yp) < 0.) && (VZ*(Z-Zp) < 0.))
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SetPosition (X,Y,Z);
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}
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void V3d_PositionLight::OnSeeFace(const Handle(V3d_View)& aView) {
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Standard_Real Xp,Yp,Zp, X,Y,Z, VX,VY,VZ;
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Position (Xp,Yp,Zp);
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V3d_Light::SymetricPointOnSphere (aView,
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MyTarget, Graphic3d_Vertex(Xp,Yp,Yp), Radius(), X,Y,Z, VX,VY,VZ);
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// This is a hidden point
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if ((VX*(X-Xp) > 0.) && (VY*(Y-Yp) > 0.) && (VZ*(Z-Zp) > 0.))
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SetPosition (X,Y,Z);
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}
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Standard_Boolean V3d_PositionLight::SeeOrHide(const Handle(V3d_View)& aView) const {
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Standard_Real Xp,Yp,Zp, X,Y,Z, VX,VY,VZ;
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Position (Xp,Yp,Zp);
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V3d_Light::SymetricPointOnSphere (aView,
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MyTarget, Graphic3d_Vertex(Xp,Yp,Yp), Radius(), X,Y,Z, VX,VY,VZ);
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// Is it a visible or a hidden point
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return ( (VX*(X-Xp) > 0.) || (VY*(Y-Yp) > 0.) || (VZ*(Z-Zp) > 0.) )?
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// the source is on the hidden face
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Standard_False:
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// the source is on the visible face.
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Standard_True;
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}
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void V3d_PositionLight::Target(Standard_Real& Xp, Standard_Real& Yp, Standard_Real& Zp)const {
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MyTarget.Coord(Xp,Yp,Zp) ;
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}
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void V3d_PositionLight::Display( const Handle(V3d_View)& aView,
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const V3d_TypeOfRepresentation TPres )
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{
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Graphic3d_Vertex PText ;
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Standard_Real X,Y,Z,Rayon;
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Standard_Real X0,Y0,Z0,VX,VY,VZ;
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Standard_Real X1,Y1,Z1;
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Standard_Real DXRef,DYRef,DZRef,DXini,DYini,DZini;
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Standard_Real R1,G1,B1;
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V3d_TypeOfRepresentation Pres;
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V3d_TypeOfUpdate UpdSov;
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// Creation of a structure of markable elements (position of the
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// light, and the domain of lighting represented by a circle)
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// Creation of a structure snopick of non-markable elements (target, meridian and
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// parallel).
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Pres = TPres;
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Handle(V3d_Viewer) TheViewer = aView->Viewer();
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UpdSov = TheViewer->UpdateMode();
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TheViewer->SetUpdateMode(V3d_WAIT);
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if (!MyGraphicStructure.IsNull()) {
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MyGraphicStructure->Disconnect(MyGraphicStructure1);
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MyGraphicStructure->Clear();
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MyGraphicStructure1->Clear();
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if (Pres == V3d_SAMELAST) Pres = MyTypeOfRepresentation;
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}
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else {
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if (Pres == V3d_SAMELAST) Pres = V3d_SIMPLE;
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Handle(Graphic3d_Structure) slight = new Graphic3d_Structure(TheViewer->Viewer());
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MyGraphicStructure = slight;
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Handle(Graphic3d_Structure) snopick = new Graphic3d_Structure(TheViewer->Viewer());
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MyGraphicStructure1 = snopick;
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}
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Handle(Graphic3d_Group) gradius, gExtArrow, gIntArrow;
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if (MyType != V3d_DIRECTIONAL
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&& Pres == V3d_COMPLETE)
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{
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gradius = MyGraphicStructure->NewGroup();
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gExtArrow = MyGraphicStructure->NewGroup();
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gIntArrow = MyGraphicStructure->NewGroup();
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}
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Handle(Graphic3d_Group) glight = MyGraphicStructure->NewGroup();
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Handle(Graphic3d_Group) gsphere;
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if (Pres == V3d_COMPLETE
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|| Pres == V3d_PARTIAL)
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{
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gsphere = MyGraphicStructure->NewGroup();
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}
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Handle(Graphic3d_Group) gnopick = MyGraphicStructure1->NewGroup();
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MyGraphicStructure1->SetPick(Standard_False);
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X0 = MyTarget.X();
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Y0 = MyTarget.Y();
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Z0 = MyTarget.Z();
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// Display of the light position.
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this->Color(Quantity_TOC_RGB,R1,G1,B1);
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Quantity_Color Col1(R1,G1,B1,Quantity_TOC_RGB);
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Handle(Graphic3d_AspectLine3d) Asp1 = new Graphic3d_AspectLine3d();
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Asp1->SetColor(Col1);
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glight->SetPrimitivesAspect(Asp1);
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this->Symbol(glight,aView);
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// Display of the marking sphere (limit at the circle).
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if (Pres == V3d_COMPLETE || Pres == V3d_PARTIAL) {
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Rayon = this->Radius();
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aView->Proj(VX,VY,VZ);
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V3d::CircleInPlane(gsphere,X0,Y0,Z0,VX,VY,VZ,Rayon);
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if (MyType != V3d_DIRECTIONAL) {
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//Display of the radius of the sphere (line + text)
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if (Pres == V3d_COMPLETE) {
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this->Position(X,Y,Z);
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Handle(Graphic3d_ArrayOfSegments) aPrims = new Graphic3d_ArrayOfSegments(2);
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aPrims->AddVertex(X0,Y0,Z0);
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aPrims->AddVertex(X,Y,Z);
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gnopick->AddPrimitiveArray(aPrims);
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V3d::ArrowOfRadius(gExtArrow,X-.1*(X-X0),Y-.1*(Y-Y0),Z-.1*(Z-Z0),X-X0,Y-Y0,Z-Z0,M_PI/15.,Rayon/20.);
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V3d::ArrowOfRadius(gIntArrow,X0,Y0,Z0,X0-X,Y0-Y,Z0-Z,M_PI/15.,Rayon/20.);
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TCollection_AsciiString ValOfRadius(Rayon);
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PText.SetCoord( .5*(X0+X), .5*(Y0+Y), .5*(Z0+Z) );
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gradius->Text(ValOfRadius.ToCString(),PText,0.01);
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}
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}
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// Display of the meridian
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Quantity_Color Col2(Quantity_NOC_GREEN);
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Handle(Graphic3d_AspectLine3d) Asp2 = new Graphic3d_AspectLine3d(Col2,Aspect_TOL_SOLID,1.);
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gnopick->SetPrimitivesAspect(Asp2);
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// Definition of the axis of circle
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aView->Up(DXRef,DYRef,DZRef);
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this->Position(X,Y,Z);
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DXini = X-X0; DYini = Y-Y0; DZini = Z-Z0;
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VX = DYRef*DZini - DZRef*DYini;
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VY = DZRef*DXini - DXRef*DZini;
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VZ = DXRef*DYini - DYRef*DXini;
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V3d::CircleInPlane(gnopick,X0,Y0,Z0,VX,VY,VZ,Rayon);
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// Display of the parallel
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// Definition of the axis of circle
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aView->Proj(VX,VY,VZ);
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aView->Up(X1,Y1,Z1);
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DXRef = VY * Z1 - VZ * Y1;
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DYRef = VZ * X1 - VX * Z1;
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DZRef = VX * Y1 - VY * X1;
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this->Position(X,Y,Z);
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DXini = X-X0; DYini = Y-Y0; DZini = Z-Z0;
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VX = DYRef*DZini - DZRef*DYini;
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VY = DZRef*DXini - DXRef*DZini;
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VZ = DXRef*DYini - DYRef*DXini;
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V3d::CircleInPlane(gnopick,X0,Y0,Z0,VX,VY,VZ,Rayon);
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}
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MyGraphicStructure->Connect(MyGraphicStructure1,Graphic3d_TOC_DESCENDANT);
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MyTypeOfRepresentation = Pres;
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MyGraphicStructure->Display();
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TheViewer->SetUpdateMode(UpdSov);
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}
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void V3d_PositionLight::Tracking( const Handle(V3d_View)& aView,
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const V3d_TypeOfPickLight WhatPick,
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const Standard_Integer Xpix,
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const Standard_Integer Ypix) {
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// Quantity_Color Col ;
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Standard_Real xPos, yPos, zPos;
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Standard_Real XPp,YPp,PXT,PYT,X,Y,Z,Rayon,Ylim;
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Standard_Real XMinTrack,XMaxTrack,YMinTrack,YMaxTrack;
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Standard_Real XT,YT,ZT,X0,Y0,Z0,XP,YP,ZP,VX,VY,VZ,A,B,C,Delta;
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Standard_Real DX,DY,PXP,PYP,Xproj,Yproj;
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Standard_Real A1,A2,B1,B2,Rap,OldRprj,NewRprj;
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Standard_Real Xi,Yi,Zi,DeltaX,DeltaY,DeltaZ,Lambda;
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Standard_Integer IPX,IPY;
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aView->Convert(Xpix,Ypix,XPp,YPp);
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X0 = MyTarget.X();
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Y0 = MyTarget.Y();
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Z0 = MyTarget.Z();
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aView->Project(X0,Y0,Z0,PXT,PYT);
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aView->Convert(PXT,PYT,IPX,IPY);
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// Coord 3d in the plane of projection of the target.
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aView->Convert(IPX,IPY,XT,YT,ZT);
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switch (WhatPick) {
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case V3d_POSITIONLIGHT :
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// The Coordinates should remain inside of the sphere
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Rayon = Radius();
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XMinTrack = PXT - Rayon;
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XMaxTrack = PXT + Rayon;
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Ylim = Sqrt( Square(Rayon) - Square(XPp - PXT) );
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YMinTrack = PYT - Ylim;
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YMaxTrack = PYT + Ylim;
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if (XPp >= XMinTrack && XPp <= XMaxTrack) {
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if (YPp >= YMinTrack && YPp <= YMaxTrack) {
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aView->ProjReferenceAxe(Xpix,Ypix,XP,YP,ZP,VX,VY,VZ);
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DeltaX = X0 - XP;
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DeltaY = Y0 - YP;
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DeltaZ = Z0 - ZP;
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// The point of intersection of straight lines defined by :
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// - Straight line passing by the point of projection and the eye
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// if this is a perspective, parralel to the normal of the view
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// if this is an axonometric view.
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// position in the view is parallel to the normal of the view
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// - The distance position of the target camera is equal to the radius.
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A = VX*VX + VY*VY + VZ*VZ ;
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B = -2. * (VX*DeltaX + VY*DeltaY + VZ*DeltaZ);
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C = DeltaX*DeltaX + DeltaY*DeltaY + DeltaZ*DeltaZ
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- Rayon*Rayon ;
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Delta = B*B - 4.*A*C;
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if ( Delta >= 0 ) {
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Lambda = (-B + Sqrt(Delta))/(2.*A);
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X = XP + Lambda*VX;
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Y = YP + Lambda*VY;
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Z = ZP + Lambda*VZ;
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SetPosition(X,Y,Z);
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if (MyType == V3d_SPOT)
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((V3d_SpotLight*)this)->SetDirection(X0-X,Y0-Y,Z0-Z);
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Display(aView,MyTypeOfRepresentation);
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(aView->Viewer())->UpdateLights();
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}
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}
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}
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break;
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case V3d_SPACELIGHT :
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aView->Convert(PXT,PYT,IPX,IPY);
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// In this case Xpix,Ypix correspond to a distance, relative
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// to the translation that is planned to be performed on the sphere.
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aView->Convert(IPX+Xpix,IPY+Ypix,X,Y,Z);
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X = X+X0-XT;
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Y = Y+Y0-YT;
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Z = Z+Z0-ZT;
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SetTarget(X,Y,Z);
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Display(aView,MyTypeOfRepresentation);
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(aView->Viewer())->UpdateLights();
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break;
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case V3d_ExtRADIUSLIGHT :
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if (MyType == V3d_DIRECTIONAL)
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break;
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// it is attempted to preserve the target direction position of the
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// source ==> the point is projected on the target source direction.
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this->Position(Xi,Yi,Zi);
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aView->Project(Xi,Yi,Zi,PXP,PYP);
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DX = PXP - PXT;
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DY = PYP - PYT;
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A1 = DY/DX ; B1 = PYT - A1*PXT;
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A2 = -DX/DY; B2 = YPp - A2*XPp;
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Xproj = (B2 - B1) / (A1 - A2);
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Yproj = A1*Xproj + B1;
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if ( (DX*(Xproj-PXT) > 0.) && (DY*(Yproj-PYT) > 0.) ) {
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OldRprj = Sqrt ( Square (PXP-PXT) + Square (PYP-PYT) );
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NewRprj = Sqrt ( Square (Xproj-PXT) + Square (Yproj-PYT) );
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Rap = NewRprj/OldRprj;
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Rayon = Radius();
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Rayon = Rayon * Rap;
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SetRadius(Rayon);
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Display(aView,MyTypeOfRepresentation);
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(aView->Viewer())->UpdateLights();
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}
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break;
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case V3d_IntRADIUSLIGHT :
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if (MyType == V3d_DIRECTIONAL)
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break;
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// it is attempted to preserve the target direction position of the
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// source ==> the point is projected on the target source direction.
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Position(Xi,Yi,Zi);
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aView->Project(Xi,Yi,Zi,PXP,PYP);
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DX = PXP - PXT;
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DY = PYP - PYT;
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A1 = DY/DX ; B1 = PYT - A1*PXT;
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A2 = -DX/DY; B2 = YPp - A2*XPp;
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Xproj = (B2 - B1) / (A1 - A2);
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Yproj = A1*Xproj + B1;
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if ( (DX*(Xproj-PXP) < 0.) && (DY*(Yproj-PYP) < 0.) ) {
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OldRprj = Sqrt ( Square (PXP-PXT) + Square (PYP-PYT) );
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NewRprj = Sqrt ( Square (Xproj-PXP) + Square (Yproj-PYP) );
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Rap = NewRprj/OldRprj;
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Rayon = Radius();
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Rayon = Rayon * Rap;
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// the source should remain at a fixed position,
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// only the target is modified.
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Position (xPos, yPos, zPos);
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Graphic3d_Vector Dir(Graphic3d_Vertex(xPos,yPos,zPos), MyTarget);
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Dir.Normalize();
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Dir.Coord(X,Y,Z);
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X = Xi + Rayon*X;
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Y = Yi + Rayon*Y;
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Z = Zi + Rayon*Z;
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// the source should remain at a fixed position,
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// only the target is modified.
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MyTarget.SetCoord(X,Y,Z);
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Display(aView,MyTypeOfRepresentation);
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(aView->Viewer())->UpdateLights();
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}
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break;
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case V3d_RADIUSTEXTLIGHT :
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break;
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case V3d_NOTHING :
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break;
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}
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}
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Standard_Real V3d_PositionLight::Radius() const {
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Standard_Real Xp,Yp,Zp, Xc,Yc,Zc;
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Position (Xp,Yp,Zp);
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MyTarget.Coord(Xc,Yc,Zc);
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return Sqrt (Square(Xc - Xp) + Square(Yc - Yp) + Square(Zc - Zp));
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}
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void V3d_PositionLight::Erase() {
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if (!MyGraphicStructure.IsNull()) MyGraphicStructure->Erase();
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if (!MyGraphicStructure1.IsNull()) MyGraphicStructure1->Erase();
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}
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