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occt/src/AIS/AIS_BaseAnimationObject.cxx
mzernova 054e18966b 0032570: Visualization, AIS_AnimationObject - define rotation around axis
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.
2023-03-17 23:04:13 +00:00

89 lines
3.1 KiB
C++

// Copyright (c) 2023 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.
#include <AIS_BaseAnimationObject.hxx>
#include <V3d_View.hxx>
IMPLEMENT_STANDARD_RTTIEXT(AIS_BaseAnimationObject, AIS_Animation)
//=============================================================================
//function : Constructor
//purpose :
//=============================================================================
AIS_BaseAnimationObject::AIS_BaseAnimationObject (const TCollection_AsciiString& theAnimationName,
const Handle(AIS_InteractiveContext)& theContext,
const Handle(AIS_InteractiveObject)& theObject)
: AIS_Animation (theAnimationName),
myContext (theContext),
myObject (theObject)
{
//
}
//=============================================================================
//function : updateTrsf
//purpose :
//=============================================================================
void AIS_BaseAnimationObject::updateTrsf (const gp_Trsf& theTrsf)
{
if (!myContext.IsNull())
{
myContext->SetLocation (myObject, theTrsf);
invalidateViewer();
}
else
{
myObject->SetLocalTransformation (theTrsf);
}
}
//=============================================================================
//function : invalidateViewer
//purpose :
//=============================================================================
void AIS_BaseAnimationObject::invalidateViewer()
{
if (myContext.IsNull())
{
return;
}
const Standard_Boolean isImmediate = myContext->CurrentViewer()->ZLayerSettings (myObject->ZLayer()).IsImmediate();
if (!isImmediate)
{
myContext->CurrentViewer()->Invalidate();
return;
}
// Invalidate immediate view only if it is going out of z-fit range.
// This might be sub-optimal performing this for each animated objects in case of many animated objects.
for (V3d_ListOfView::Iterator aDefViewIter = myContext->CurrentViewer()->DefinedViewIterator();
aDefViewIter.More(); aDefViewIter.Next())
{
const Handle(V3d_View)& aView = aDefViewIter.Value();
const Bnd_Box aMinMaxBox = aView->View()->MinMaxValues (Standard_False);
const Bnd_Box aGraphicBox = aView->View()->MinMaxValues (Standard_True);
Standard_Real aZNear = 0.0;
Standard_Real aZFar = 0.0;
if (aView->Camera()->ZFitAll (aDefViewIter.Value()->AutoZFitScaleFactor(), aMinMaxBox, aGraphicBox, aZNear, aZFar))
{
if (aZNear < aView->Camera()->ZNear()
|| aZFar > aView->Camera()->ZFar())
{
aDefViewIter.Value()->Invalidate();
}
}
}
}