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When using AIS_AnimationObject, linear interpolation is performed from one gp_Trsf transformation to another. But when an object rotates around a specific axis, the object moves not along a linear trajectory, but along a circle. Therefore, a separate class AIS_AnimationAxisRotation was created that allows to animate rotation around a specific axis. Test case tests/v3d/bugs/bug32570 was added.
89 lines
3.1 KiB
C++
89 lines
3.1 KiB
C++
// Copyright (c) 2023 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_BaseAnimationObject.hxx>
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#include <V3d_View.hxx>
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IMPLEMENT_STANDARD_RTTIEXT(AIS_BaseAnimationObject, AIS_Animation)
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//=============================================================================
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//function : Constructor
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//purpose :
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//=============================================================================
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AIS_BaseAnimationObject::AIS_BaseAnimationObject (const TCollection_AsciiString& theAnimationName,
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const Handle(AIS_InteractiveContext)& theContext,
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const Handle(AIS_InteractiveObject)& theObject)
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: AIS_Animation (theAnimationName),
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myContext (theContext),
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myObject (theObject)
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{
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//
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}
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//=============================================================================
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//function : updateTrsf
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//purpose :
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//=============================================================================
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void AIS_BaseAnimationObject::updateTrsf (const gp_Trsf& theTrsf)
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{
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if (!myContext.IsNull())
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{
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myContext->SetLocation (myObject, theTrsf);
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invalidateViewer();
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}
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else
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{
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myObject->SetLocalTransformation (theTrsf);
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}
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}
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//=============================================================================
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//function : invalidateViewer
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//purpose :
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//=============================================================================
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void AIS_BaseAnimationObject::invalidateViewer()
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{
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if (myContext.IsNull())
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{
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return;
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}
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const Standard_Boolean isImmediate = myContext->CurrentViewer()->ZLayerSettings (myObject->ZLayer()).IsImmediate();
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if (!isImmediate)
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{
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myContext->CurrentViewer()->Invalidate();
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return;
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}
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// Invalidate immediate view only if it is going out of z-fit range.
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// This might be sub-optimal performing this for each animated objects in case of many animated objects.
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for (V3d_ListOfView::Iterator aDefViewIter = myContext->CurrentViewer()->DefinedViewIterator();
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aDefViewIter.More(); aDefViewIter.Next())
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{
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const Handle(V3d_View)& aView = aDefViewIter.Value();
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const Bnd_Box aMinMaxBox = aView->View()->MinMaxValues (Standard_False);
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const Bnd_Box aGraphicBox = aView->View()->MinMaxValues (Standard_True);
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Standard_Real aZNear = 0.0;
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Standard_Real aZFar = 0.0;
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if (aView->Camera()->ZFitAll (aDefViewIter.Value()->AutoZFitScaleFactor(), aMinMaxBox, aGraphicBox, aZNear, aZFar))
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{
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if (aZNear < aView->Camera()->ZNear()
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|| aZFar > aView->Camera()->ZFar())
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{
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aDefViewIter.Value()->Invalidate();
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}
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}
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}
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}
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