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138 lines
5.3 KiB
C++
Executable File
138 lines
5.3 KiB
C++
Executable File
// Created on: 2013-11-11
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// Created by: Anastasia BORISOVA
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// Copyright (c) 2013-2014 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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#include <OpenGl_Flipper.hxx>
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#include <OpenGl_Context.hxx>
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#include <OpenGl_ShaderManager.hxx>
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#include <OpenGl_Vec.hxx>
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#include <OpenGl_Workspace.hxx>
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#include <gp_Ax2.hxx>
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// =======================================================================
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// function : Constructor
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// purpose :
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// =======================================================================
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OpenGl_Flipper::OpenGl_Flipper (const gp_Ax2& theReferenceSystem)
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: OpenGl_Element(),
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myReferenceOrigin ((Standard_ShortReal )theReferenceSystem.Location().X(),
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(Standard_ShortReal )theReferenceSystem.Location().Y(),
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(Standard_ShortReal )theReferenceSystem.Location().Z(),
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1.0f),
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myReferenceX ((Standard_ShortReal )theReferenceSystem.XDirection().X(),
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(Standard_ShortReal )theReferenceSystem.XDirection().Y(),
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(Standard_ShortReal )theReferenceSystem.XDirection().Z(),
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1.0f),
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myReferenceY ((Standard_ShortReal )theReferenceSystem.YDirection().X(),
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(Standard_ShortReal )theReferenceSystem.YDirection().Y(),
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(Standard_ShortReal )theReferenceSystem.YDirection().Z(),
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1.0f),
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myReferenceZ ((Standard_ShortReal )theReferenceSystem.Axis().Direction().X(),
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(Standard_ShortReal )theReferenceSystem.Axis().Direction().Y(),
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(Standard_ShortReal )theReferenceSystem.Axis().Direction().Z(),
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1.0f),
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myIsEnabled (Standard_True)
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{
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//
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}
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// =======================================================================
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// function : Release
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// purpose :
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// =======================================================================
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void OpenGl_Flipper::Release (OpenGl_Context*)
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{
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//
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}
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// =======================================================================
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// function : Render
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// purpose :
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// =======================================================================
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void OpenGl_Flipper::Render (const Handle(OpenGl_Workspace)& theWorkspace) const
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{
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// Check if rendering is to be in immediate mode
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const Handle(OpenGl_Context)& aContext = theWorkspace->GetGlContext();
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if (!myIsEnabled)
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{
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// restore matrix state
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aContext->WorldViewState.Pop();
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// Apply since we probably in the middle of something.
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aContext->ApplyModelViewMatrix();
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return;
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}
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aContext->WorldViewState.Push();
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OpenGl_Mat4 aMatrixMV = aContext->WorldViewState.Current() * aContext->ModelWorldState.Current();
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const OpenGl_Vec4 aMVReferenceOrigin = aMatrixMV * myReferenceOrigin;
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const OpenGl_Vec4 aMVReferenceX = aMatrixMV * OpenGl_Vec4 (myReferenceX.xyz() + myReferenceOrigin.xyz(), 1.0f);
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const OpenGl_Vec4 aMVReferenceY = aMatrixMV * OpenGl_Vec4 (myReferenceY.xyz() + myReferenceOrigin.xyz(), 1.0f);
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const OpenGl_Vec4 aMVReferenceZ = aMatrixMV * OpenGl_Vec4 (myReferenceZ.xyz() + myReferenceOrigin.xyz(), 1.0f);
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const OpenGl_Vec4 aDirX = aMVReferenceX - aMVReferenceOrigin;
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const OpenGl_Vec4 aDirY = aMVReferenceY - aMVReferenceOrigin;
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const OpenGl_Vec4 aDirZ = aMVReferenceZ - aMVReferenceOrigin;
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Standard_Boolean isReversedX = aDirX.xyz().Dot (OpenGl_Vec3::DX()) < 0.0f;
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Standard_Boolean isReversedY = aDirY.xyz().Dot (OpenGl_Vec3::DY()) < 0.0f;
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Standard_Boolean isReversedZ = aDirZ.xyz().Dot (OpenGl_Vec3::DZ()) < 0.0f;
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// compute flipping (rotational transform)
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OpenGl_Mat4 aTransform;
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if ((isReversedX || isReversedY) && !isReversedZ)
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{
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// invert by Z axis: left, up vectors mirrored
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aTransform.SetColumn (0, -aTransform.GetColumn (0).xyz());
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aTransform.SetColumn (1, -aTransform.GetColumn (1).xyz());
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}
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else if (isReversedY && isReversedZ)
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{
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// rotate by X axis: up, forward vectors mirrored
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aTransform.SetColumn (1, -aTransform.GetColumn (1).xyz());
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aTransform.SetColumn (2, -aTransform.GetColumn (2).xyz());
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}
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else if (isReversedZ)
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{
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// rotate by Y axis: left, forward vectors mirrored
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aTransform.SetColumn (0, -aTransform.GetColumn (0).xyz());
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aTransform.SetColumn (2, -aTransform.GetColumn (2).xyz());
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}
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else
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{
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return;
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}
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// do rotation in origin around reference system "forward" direction
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OpenGl_Mat4 aRefAxes;
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OpenGl_Mat4 aRefInv;
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aRefAxes.SetColumn (0, myReferenceX.xyz());
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aRefAxes.SetColumn (1, myReferenceY.xyz());
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aRefAxes.SetColumn (2, myReferenceZ.xyz());
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aRefAxes.SetColumn (3, myReferenceOrigin.xyz());
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aRefAxes.Inverted (aRefInv);
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aTransform = aRefAxes * aTransform * aRefInv;
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// transform model-view matrix
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aMatrixMV = aMatrixMV * aTransform;
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// load transformed model-view matrix
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aContext->WorldViewState.SetCurrent (aMatrixMV);
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aContext->ApplyWorldViewMatrix();
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}
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