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ViewerTest - eliminate redundant redraw calls. Configure AIS_RubberBand to use filled style. AIS_RubberBand - define vertex normals to workaround transparency issue in TKOpenGl.
423 lines
15 KiB
C++
423 lines
15 KiB
C++
// Created on: 2015-11-23
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// Created by: Anastasia BORISOVA
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// Copyright (c) 2015 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 <AIS_RubberBand.hxx>
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#include <BRepMesh_DataStructureOfDelaun.hxx>
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#include <BRepMesh_Delaun.hxx>
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#include <Graphic3d_ArrayOfPolygons.hxx>
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#include <Graphic3d_ArrayOfPolylines.hxx>
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#include <Graphic3d_AspectFillArea3d.hxx>
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#include <Graphic3d_GraphicDriver.hxx>
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#include <Graphic3d_ArrayOfTriangles.hxx>
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#include <Graphic3d_TransModeFlags.hxx>
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#include <Graphic3d_ZLayerId.hxx>
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#include <Prs3d_LineAspect.hxx>
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#include <Prs3d_Root.hxx>
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#include <Prs3d_ShadingAspect.hxx>
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#include <SelectMgr_EntityOwner.hxx>
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#include <V3d_Viewer.hxx>
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#include <V3d_View.hxx>
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#define MEMORY_BLOCK_SIZE 512 * 7
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IMPLEMENT_STANDARD_RTTIEXT(AIS_RubberBand, AIS_InteractiveObject)
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//=======================================================================
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//function : Constructor
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//purpose :
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//=======================================================================
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AIS_RubberBand::AIS_RubberBand()
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{
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myDrawer->SetLineAspect (new Prs3d_LineAspect (Quantity_NOC_WHITE, Aspect_TOL_SOLID, 1.0));
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myDrawer->SetShadingAspect (new Prs3d_ShadingAspect());
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myDrawer->ShadingAspect()->SetMaterial (Graphic3d_NOM_PLASTIC);
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myDrawer->ShadingAspect()->Aspect()->SetInteriorStyle (Aspect_IS_EMPTY);
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myDrawer->ShadingAspect()->SetTransparency (1.0);
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myDrawer->ShadingAspect()->SetColor (Quantity_NOC_WHITE);
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SetTransformPersistence (Graphic3d_TMF_2d, gp_Pnt(-1, -1, 0));
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SetZLayer (Graphic3d_ZLayerId_TopOSD);
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}
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//=======================================================================
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//function : Constructor
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//purpose :
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//=======================================================================
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AIS_RubberBand::AIS_RubberBand (const Quantity_Color& theLineColor,
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const Aspect_TypeOfLine theLineType,
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const Standard_Real theWidth)
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{
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myDrawer->SetLineAspect (new Prs3d_LineAspect (theLineColor, theLineType, theWidth));
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myDrawer->SetShadingAspect (new Prs3d_ShadingAspect());
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myDrawer->ShadingAspect()->SetMaterial (Graphic3d_NOM_PLASTIC);
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myDrawer->ShadingAspect()->Aspect()->SetInteriorStyle (Aspect_IS_EMPTY);
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myDrawer->ShadingAspect()->SetTransparency (1.0);
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myDrawer->ShadingAspect()->SetColor (Quantity_NOC_WHITE);
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SetTransformPersistence (Graphic3d_TMF_2d, gp_Pnt(-1, -1, 0));
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SetZLayer (Graphic3d_ZLayerId_TopOSD);
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}
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//=======================================================================
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//function : Constructor
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//purpose :
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//=======================================================================
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AIS_RubberBand::AIS_RubberBand (const Quantity_Color& theLineColor,
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const Aspect_TypeOfLine theLineType,
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const Quantity_Color theFillColor,
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const Standard_Real theTransparency,
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const Standard_Real theLineWidth)
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{
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myDrawer->SetLineAspect (new Prs3d_LineAspect (theLineColor, theLineType, theLineWidth));
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myDrawer->SetShadingAspect (new Prs3d_ShadingAspect());
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myDrawer->ShadingAspect()->SetMaterial (Graphic3d_NOM_PLASTIC);
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myDrawer->ShadingAspect()->SetColor (theFillColor);
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myDrawer->ShadingAspect()->Aspect()->SetInteriorStyle (Aspect_IS_SOLID);
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myDrawer->ShadingAspect()->SetTransparency (theTransparency);
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SetTransformPersistence (Graphic3d_TMF_2d, gp_Pnt(-1, -1, 0));
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SetZLayer (Graphic3d_ZLayerId_TopOSD);
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}
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//=======================================================================
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//function : Destructor
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//purpose :
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//=======================================================================
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AIS_RubberBand::~AIS_RubberBand()
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{
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myPoints.Clear();
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myTriangles.Nullify();
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myBorders.Nullify();
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}
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//=======================================================================
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//function : SetRectangle
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//purpose :
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//=======================================================================
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void AIS_RubberBand::SetRectangle (const Standard_Integer theMinX, const Standard_Integer theMinY,
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const Standard_Integer theMaxX, const Standard_Integer theMaxY)
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{
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myPoints.Clear();
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myPoints.Append (Graphic3d_Vec2i (theMinX, theMinY));
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myPoints.Append (Graphic3d_Vec2i (theMinX, theMaxY));
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myPoints.Append (Graphic3d_Vec2i (theMaxX, theMaxY));
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myPoints.Append (Graphic3d_Vec2i (theMaxX, theMinY));
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}
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//=======================================================================
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//function : AddPoint
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//purpose :
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//=======================================================================
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void AIS_RubberBand::AddPoint (const Graphic3d_Vec2i& thePoint)
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{
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myPoints.Append (thePoint);
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}
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//=======================================================================
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//function : AddPoint
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//purpose :
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//=======================================================================
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void AIS_RubberBand::RemoveLastPoint()
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{
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myPoints.Remove (myPoints.Length());
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}
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//=======================================================================
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//function : GetPoints
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//purpose :
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//=======================================================================
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const NCollection_Sequence<Graphic3d_Vec2i>& AIS_RubberBand::Points() const
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{
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return myPoints;
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}
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//=======================================================================
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//function : LineColor
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//purpose :
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//=======================================================================
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Quantity_Color AIS_RubberBand::LineColor() const
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{
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Quantity_Color aColor;
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Standard_Real aWidth;
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Aspect_TypeOfLine aTOL;
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myDrawer->LineAspect()->Aspect()->Values (aColor, aTOL, aWidth);
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return aColor;
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}
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//=======================================================================
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//function : SetLineColor
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//purpose :
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//=======================================================================
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void AIS_RubberBand::SetLineColor (const Quantity_Color& theColor)
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{
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myDrawer->LineAspect()->SetColor (theColor);
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}
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//=======================================================================
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//function : FillColor
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//purpose :
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//=======================================================================
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Quantity_Color AIS_RubberBand::FillColor() const
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{
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return myDrawer->ShadingAspect()->Color();
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}
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//=======================================================================
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//function : SetFillColor
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//purpose :
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//=======================================================================
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void AIS_RubberBand::SetFillColor (const Quantity_Color& theColor)
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{
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myDrawer->ShadingAspect()->SetColor (theColor);
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}
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//=======================================================================
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//function : SetLineWidth
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//purpose :
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//=======================================================================
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void AIS_RubberBand::SetLineWidth (const Standard_Real theWidth) const
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{
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myDrawer->LineAspect()->SetWidth (theWidth);
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}
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//=======================================================================
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//function : SetLineWidth
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//purpose :
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//=======================================================================
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Standard_Real AIS_RubberBand::LineWidth() const
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{
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Quantity_Color aColor;
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Standard_Real aWidth;
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Aspect_TypeOfLine aTOL;
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myDrawer->LineAspect()->Aspect()->Values (aColor, aTOL, aWidth);
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return aWidth;
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}
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//=======================================================================
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//function : SetLineType
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//purpose :
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//=======================================================================
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void AIS_RubberBand::SetLineType (const Aspect_TypeOfLine theType)
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{
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myDrawer->LineAspect()->SetTypeOfLine (theType);
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}
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//=======================================================================
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//function : LineType
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//purpose :
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//=======================================================================
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Aspect_TypeOfLine AIS_RubberBand::LineType() const
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{
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Quantity_Color aColor;
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Standard_Real aWidth;
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Aspect_TypeOfLine aTOL;
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myDrawer->LineAspect()->Aspect()->Values (aColor, aTOL, aWidth);
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return aTOL;
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}
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//=======================================================================
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//function : SetFillTransparency
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//purpose :
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//=======================================================================
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void AIS_RubberBand::SetFillTransparency (const Standard_Real theValue) const
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{
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myDrawer->ShadingAspect()->SetTransparency (theValue);
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}
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//=======================================================================
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//function : SetFillTransparency
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//purpose :
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//=======================================================================
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Standard_Real AIS_RubberBand::FillTransparency() const
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{
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return myDrawer->ShadingAspect()->Transparency();
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}
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//=======================================================================
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//function : SetFilling
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//purpose :
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//=======================================================================
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void AIS_RubberBand::SetFilling (const Standard_Boolean theIsFilling)
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{
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myDrawer->ShadingAspect()->Aspect()->SetInteriorStyle (theIsFilling ? Aspect_IS_SOLID : Aspect_IS_EMPTY);
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}
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//=======================================================================
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//function : SetFilling
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//purpose :
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//=======================================================================
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void AIS_RubberBand::SetFilling (const Quantity_Color theColor, const Standard_Real theTransparency)
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{
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SetFilling (Standard_True);
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SetFillTransparency (theTransparency);
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SetFillColor (theColor);
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}
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//=======================================================================
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//function : IsFilling
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//purpose :
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//=======================================================================
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Standard_Boolean AIS_RubberBand::IsFilling() const
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{
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Aspect_InteriorStyle aStyle;
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Quantity_Color anIntColor, anEdgeColor;
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Aspect_TypeOfLine aTOL;
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Standard_Real aWidth;
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myDrawer->ShadingAspect()->Aspect()->Values (aStyle, anIntColor, anEdgeColor, aTOL, aWidth);
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return aStyle != Aspect_IS_EMPTY;
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}
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//=======================================================================
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//function : fillTriangles
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//purpose :
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//=======================================================================
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Standard_Boolean AIS_RubberBand::fillTriangles()
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{
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Handle(NCollection_IncAllocator) anAllocator = new NCollection_IncAllocator (MEMORY_BLOCK_SIZE);
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Handle(BRepMesh_DataStructureOfDelaun) aMeshStructure = new BRepMesh_DataStructureOfDelaun(anAllocator);
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Standard_Integer aPtsLower = myPoints.Lower();
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Standard_Integer aPtsUpper = myPoints.Upper();
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BRepMesh::Array1OfInteger anIndexes (0, myPoints.Length() - 1);
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for (Standard_Integer aPtIdx = aPtsLower; aPtIdx <= aPtsUpper; ++aPtIdx)
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{
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gp_XY aP ((Standard_Real)myPoints.Value (aPtIdx).x(),
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(Standard_Real)myPoints.Value (aPtIdx).y());
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BRepMesh_Vertex aVertex (aP, aPtIdx, BRepMesh_Frontier);
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anIndexes.ChangeValue (aPtIdx - aPtsLower) = aMeshStructure->AddNode (aVertex);
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}
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Standard_Real aPtSum = 0;
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for (Standard_Integer aIdx = aPtsLower; aIdx <= aPtsUpper; ++aIdx)
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{
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Standard_Integer aNextIdx = (aIdx % myPoints.Length()) + 1;
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aPtSum += (Standard_Real)(myPoints.Value (aNextIdx).x() - myPoints.Value (aIdx).x())
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* (Standard_Real)(myPoints.Value (aNextIdx).y() + myPoints.Value (aIdx).y());
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}
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Standard_Boolean isClockwiseOrdered = aPtSum < 0;
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for (Standard_Integer aIdx = 0; aIdx < anIndexes.Length(); ++aIdx)
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{
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Standard_Integer aPtIdx = isClockwiseOrdered ? aIdx : (aIdx + 1) % anIndexes.Length();
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Standard_Integer aNextPtIdx = isClockwiseOrdered ? (aIdx + 1) % anIndexes.Length() : aIdx;
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BRepMesh_Edge anEdge (anIndexes.Value (aPtIdx),
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anIndexes.Value (aNextPtIdx),
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BRepMesh_Frontier);
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aMeshStructure->AddLink (anEdge);
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}
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BRepMesh_Delaun aTriangulation (aMeshStructure, anIndexes);
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const BRepMesh::MapOfInteger& aTriangles = aMeshStructure->ElementsOfDomain();
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if (aTriangles.Extent() < 1)
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return Standard_False;
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Standard_Boolean toFill = Standard_False;
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if (myTriangles.IsNull() || myTriangles->VertexNumber() != myPoints.Length() + 1)
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{
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toFill = Standard_True;
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myTriangles = new Graphic3d_ArrayOfTriangles (aTriangles.Extent() * 3, 0, Standard_True);
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}
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Standard_Integer aVertexIndex = 1;
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BRepMesh::MapOfInteger::Iterator aTriangleIt (aTriangles);
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for (; aTriangleIt.More(); aTriangleIt.Next())
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{
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const Standard_Integer aTriangleId = aTriangleIt.Key();
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const BRepMesh_Triangle& aCurrentTriangle = aMeshStructure->GetElement (aTriangleId);
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if (aCurrentTriangle.Movability() == BRepMesh_Deleted)
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continue;
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Standard_Integer aTriangleVerts[3];
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aMeshStructure->ElementNodes (aCurrentTriangle, aTriangleVerts);
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gp_Pnt2d aPts[3];
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for (Standard_Integer aVertIdx = 0; aVertIdx < 3; ++aVertIdx)
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{
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const BRepMesh_Vertex& aVertex = aMeshStructure->GetNode (aTriangleVerts[aVertIdx]);
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aPts[aVertIdx] = aVertex.Coord();
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}
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if (toFill)
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{
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gp_Dir aNorm = gp::DZ();
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for (Standard_Integer anIt = 0; anIt < 3; ++anIt)
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{
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myTriangles->AddVertex (aPts[anIt].X(), aPts[anIt].Y(), 0.0,
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aNorm.X(), aNorm.Y(), aNorm.Z());
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}
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}
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else
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{
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for (Standard_Integer anIt = 0; anIt < 3; ++anIt)
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{
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myTriangles->SetVertice (aVertexIndex++, (Standard_ShortReal)aPts[anIt].X(), (Standard_ShortReal)aPts[anIt].Y(), 0.0f);
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}
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}
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}
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aMeshStructure.Nullify();
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anAllocator.Nullify();
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return Standard_True;
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}
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//=======================================================================
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//function : Compute
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//purpose :
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//=======================================================================
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void AIS_RubberBand::Compute (const Handle(PrsMgr_PresentationManager3d)& /*thePresentationManager*/,
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const Handle(Prs3d_Presentation)& thePresentation,
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const Standard_Integer /*theMode*/)
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{
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Handle (Graphic3d_Group) aGroup = Prs3d_Root::CurrentGroup (thePresentation);
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// Draw filling
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if (IsFilling() && fillTriangles())
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{
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aGroup->SetGroupPrimitivesAspect (myDrawer->ShadingAspect()->Aspect());
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aGroup->AddPrimitiveArray (myTriangles);
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}
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// Draw frame
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if (myBorders.IsNull() || myBorders->VertexNumber() != myPoints.Length() + 1)
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{
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myBorders = new Graphic3d_ArrayOfPolylines (myPoints.Length() + 1);
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for (Standard_Integer anIt = 1; anIt <= myPoints.Length(); anIt++)
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{
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myBorders->AddVertex ((Standard_Real)myPoints.Value (anIt).x(),
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(Standard_Real)myPoints.Value (anIt).y(), 0.0);
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}
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myBorders->AddVertex ((Standard_Real)myPoints.Value(1).x(),
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(Standard_Real)myPoints.Value(1).y(), 0.0);
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}
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else
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{
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for (Standard_Integer anIt = 1; anIt <= myPoints.Length(); anIt++)
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{
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myBorders->SetVertice (anIt, (Standard_ShortReal)myPoints.Value (anIt).x(),
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(Standard_ShortReal)myPoints.Value (anIt).y(), 0.0f);
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}
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myBorders->SetVertice (myPoints.Length() + 1, (Standard_ShortReal)myPoints.Value(1).x(),
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(Standard_ShortReal)myPoints.Value(1).y(), 0.0f);
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}
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aGroup->SetGroupPrimitivesAspect (myDrawer->LineAspect()->Aspect());
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aGroup->AddPrimitiveArray (myBorders);
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}
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