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occt/src/V3d/V3d_PositionalLight.cxx
abv d5f74e42d6 0024624: Lost word in license statement in source files
License statement text corrected; compiler warnings caused by Bison 2.41 disabled for MSVC; a few other compiler warnings on 54-bit Windows eliminated by appropriate type cast
Wrong license statements corrected in several files.
Copyright and license statements added in XSD and GLSL files.
Copyright year updated in some files.
Obsolete documentation files removed from DrawResources.
2014-02-20 16:15:17 +04:00

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// Copyright (c) 1999-2014 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.
/***********************************************************************
FONCTION :
----------
Classe V3d_PositionalLight :
HISTORIQUE DES MODIFICATIONS :
--------------------------------
00-09-92 : GG ; Creation.
18-06-96 : FMN ; Ajout MyGraphicStructure1 pour sauvegarder snopick
24-12-97 : FMN ; Remplacement de math par MathGra
31-12-97 : CAL ; Suppression de MathGra
21-01-98 : CAL ; Window de Xw et WNT remplacee par Aspect_Window
23-02-98 : FMN ; Remplacement PI par Standard_PI
30-03-98 : ZOV ; PRO6774 (reconstruction of the class hierarchy and suppressing useless methods)
************************************************************************/
/*----------------------------------------------------------------------*/
/*
* Includes
*/
#include <V3d.hxx>
#include <V3d_PositionalLight.ixx>
#include <Graphic3d_Vector.hxx>
#include <Graphic3d_Vertex.hxx>
#include <Graphic3d_Structure.hxx>
#include <Graphic3d_Group.hxx>
#include <Graphic3d_ArrayOfSegments.hxx>
#include <Graphic3d_AspectMarker3d.hxx>
#include <Graphic3d_AspectLine3d.hxx>
#include <Graphic3d_AspectText3d.hxx>
#include <Visual3d_Light.hxx>
#include <Visual3d_ViewManager.hxx>
#include <Visual3d_ContextPick.hxx>
#include <Visual3d_PickDescriptor.hxx>
#include <Visual3d_HSequenceOfPickPath.hxx>
#include <Visual3d_PickPath.hxx>
#include <V3d_BadValue.hxx>
#include <gp_Dir.hxx>
#include <gp_Ax1.hxx>
#include <gp_Vec.hxx>
#include <gp_Pnt.hxx>
#include <gp_Trsf.hxx>
#include <TColStd_Array2OfReal.hxx>
#include <TCollection_AsciiString.hxx>
#include <Aspect_Window.hxx>
//-Declarations
//-Constructors
V3d_PositionalLight::V3d_PositionalLight(const Handle(V3d_Viewer)& VM, const Standard_Real X, const Standard_Real Y, const Standard_Real Z, const Quantity_NameOfColor Name, const Standard_Real A1, const Standard_Real A2):V3d_PositionLight(VM) {
Quantity_Color C(Name) ;
Graphic3d_Vertex P(X,Y,Z) ;
Graphic3d_Vertex T(0.,0.,0.);
V3d_BadValue_Raise_if ( A1 < 0 || A1 > 1. || A2 < 0 || A2 > 1,
"V3d_PositionalLight, bad coefficients");
MyType = V3d_POSITIONAL ;
MyLight = new Visual3d_Light(C,P,A1,A2) ;
MyTarget = T;
}
V3d_PositionalLight::V3d_PositionalLight(const Handle(V3d_Viewer)& VM, const Standard_Real Xt, const Standard_Real Yt, const Standard_Real Zt, const Standard_Real Xp, const Standard_Real Yp, const Standard_Real Zp, const Quantity_NameOfColor Name, const Standard_Real A1, const Standard_Real A2):V3d_PositionLight(VM) {
Quantity_Color C(Name) ;
Graphic3d_Vertex T(Xt,Yt,Zt) ;
Graphic3d_Vertex P(Xp,Yp,Zp) ;
V3d_BadValue_Raise_if ( A1 < 0 || A1 > 1. || A2 < 0 || A2 > 1,
"V3d_PositionalLight, bad coefficients");
MyType = V3d_POSITIONAL ;
MyLight = new Visual3d_Light(C,P,A1,A2) ;
MyTarget = T;
// Graphic structure is initialized during the display.
}
//-Methods, in order
void V3d_PositionalLight::SetPosition(const Standard_Real Xp, const Standard_Real Yp, const Standard_Real Zp) {
MyLight->SetPosition (Graphic3d_Vertex (Xp,Yp,Zp));
}
void V3d_PositionalLight::SetAttenuation(const Standard_Real A1, const Standard_Real A2) {
V3d_BadValue_Raise_if ( A1 < 0 || A1 > 1. || A2 < 0 || A2 > 1,
"V3d_PositionalLight::SetAttenuation, bad coefficients");
MyLight->SetAttenuation1(A1) ;
MyLight->SetAttenuation2(A2) ;
}
void V3d_PositionalLight::Position(Standard_Real& X, Standard_Real& Y, Standard_Real& Z)const {
Quantity_Color C ;
Graphic3d_Vertex P ;
Standard_Real A1,A2 ;
MyLight->Values(C,P,A1,A2) ;
P.Coord(X,Y,Z) ;
}
void V3d_PositionalLight::Attenuation(Standard_Real& A1, Standard_Real& A2)const {
Quantity_Color C ;
Graphic3d_Vertex P ;
MyLight->Values(C,P,A1,A2) ;
}
void V3d_PositionalLight::Symbol (const Handle(Graphic3d_Group)& gsymbol, const Handle(V3d_View)& aView) const {
Standard_Real Xi,Yi,Zi,Xf,Yf,Zf,Rayon,PXT,PYT,X,Y,Z,XT,YT,ZT;
Standard_Real A,B,C,Dist,Beta,CosBeta,SinBeta,Coef,X1,Y1,Z1;
Standard_Real VX,VY,VZ;
Standard_Integer IXP,IYP,j;
TColStd_Array2OfReal MatRot(0,2,0,2);
aView->Proj(VX,VY,VZ);
this->Position(Xi,Yi,Zi);
Rayon = this->Radius();
aView->Project(Xi,Yi,Zi,PXT,PYT);
aView->Convert(PXT,PYT,IXP,IYP);
// 3D Coordinate in the plane of projection of the source.
aView->Convert(IXP,IYP,XT,YT,ZT);
aView->Convert(PXT,PYT+Rayon,IXP,IYP);
aView->Convert(IXP,IYP,X,Y,Z);
X = X+Xi-XT; Y = Y+Yi-YT; Z = Z+Zi-ZT;
Dist = Sqrt( Square(X-Xi) + Square(Y-Yi) + Square(Z-Zi) );
// Axis of rotation.
A = (X-Xi)/Dist;
B = (Y-Yi)/Dist;
C = (Z-Zi)/Dist;
// A sphere is drawn
V3d::CircleInPlane(gsymbol,Xi,Yi,Zi,VX,VY,VZ,Rayon/40.);
for( j=1 ; j<=3 ; j++ ) {
Beta = j * M_PI / 4.;
CosBeta = Cos(Beta);
SinBeta = Sin(Beta);
Coef = 1. - CosBeta;
MatRot(0,0) = A * A + (1. - A * A) * CosBeta;
MatRot(0,1) = -C * SinBeta + Coef * A * B;
MatRot(0,2) = B * SinBeta + Coef * A * C;
MatRot(1,0) = C * SinBeta + Coef * A * B;
MatRot(1,1) = B * B + (1. - B * B) * CosBeta;
MatRot(1,2) = -A * SinBeta + Coef * B * C;
MatRot(2,0) = -B * SinBeta + Coef * A * C;
MatRot(2,1) = A * SinBeta + Coef * B * C;
MatRot(2,2) = C * C + (1. - C * C) * CosBeta;
Xf = Xi * MatRot(0,0) + Yi * MatRot(0,1) + Zi * MatRot(0,2);
Yf = Xi * MatRot(1,0) + Yi * MatRot(1,1) + Zi * MatRot(1,2);
Zf = Xi * MatRot(2,0) + Yi * MatRot(2,1) + Zi * MatRot(2,2);
// Rotation of the normal
X1 = VX * MatRot(0,0) + VY * MatRot(0,1) + VZ * MatRot(0,2);
Y1 = VX * MatRot(1,0) + VY * MatRot(1,1) + VZ * MatRot(1,2);
Z1 = VX * MatRot(2,0) + VY * MatRot(2,1) + VZ * MatRot(2,2);
VX = X1 + Xi - Xf ; VY = Y1 + Yi - Yf ; VZ = Z1 + Zi - Zf;
V3d::CircleInPlane(gsymbol,Xi,Yi,Zi,VX,VY,VZ,Rayon/40.);
}
}
void V3d_PositionalLight::Display( const Handle(V3d_View)& aView,
const V3d_TypeOfRepresentation TPres )
{
Graphic3d_Vertex PText ;
Standard_Real X,Y,Z,Rayon;
Standard_Real X0,Y0,Z0,VX,VY,VZ;
Standard_Real X1,Y1,Z1;
Standard_Real DXRef,DYRef,DZRef,DXini,DYini,DZini;
Standard_Real R1,G1,B1;
V3d_TypeOfRepresentation Pres;
V3d_TypeOfUpdate UpdSov;
// Creation of a structure slight of markable elements (position of the
// light, and the domain of lighting represented by a circle)
// Creation of a structure snopick of non-markable elements (target, meridian and
// parallel).
Pres = TPres;
Handle(V3d_Viewer) TheViewer = aView->Viewer();
UpdSov = TheViewer->UpdateMode();
TheViewer->SetUpdateMode(V3d_WAIT);
if (!MyGraphicStructure.IsNull()) {
MyGraphicStructure->Disconnect(MyGraphicStructure1);
MyGraphicStructure->Clear();
MyGraphicStructure1->Clear();
if (Pres == V3d_SAMELAST) Pres = MyTypeOfRepresentation;
}
else {
if (Pres == V3d_SAMELAST) Pres = V3d_SIMPLE;
Handle(Graphic3d_Structure) slight = new Graphic3d_Structure(TheViewer->Viewer());
MyGraphicStructure = slight;
Handle(Graphic3d_Structure) snopick = new Graphic3d_Structure(TheViewer->Viewer());
MyGraphicStructure1 = snopick;
}
Handle(Graphic3d_Group) gradius;
Handle(Graphic3d_Group) gExtArrow;
Handle(Graphic3d_Group) gIntArrow;
if (Pres == V3d_COMPLETE) {
gradius = new Graphic3d_Group(MyGraphicStructure);
gExtArrow = new Graphic3d_Group(MyGraphicStructure);
gIntArrow = new Graphic3d_Group(MyGraphicStructure);
}
Handle(Graphic3d_Group) glight = new Graphic3d_Group(MyGraphicStructure);
Handle(Graphic3d_Group) gsphere;
if (Pres == V3d_COMPLETE || Pres == V3d_PARTIAL) gsphere = new Graphic3d_Group(MyGraphicStructure);
Handle(Graphic3d_Group) gnopick = new Graphic3d_Group(MyGraphicStructure1);
MyGraphicStructure1->SetPick(Standard_False);
X0 = MyTarget.X();
Y0 = MyTarget.Y();
Z0 = MyTarget.Z();
// Display of the position of the light.
this->Color(Quantity_TOC_RGB,R1,G1,B1);
Quantity_Color Col1(R1,G1,B1,Quantity_TOC_RGB);
Handle(Graphic3d_AspectLine3d) Asp1 = new Graphic3d_AspectLine3d();
Asp1->SetColor(Col1);
glight->SetPrimitivesAspect(Asp1);
this->Symbol(glight,aView);
// Display of the markable sphere (limit at the cercle).
if (Pres == V3d_COMPLETE || Pres == V3d_PARTIAL) {
Rayon = this->Radius();
aView->Proj(VX,VY,VZ);
V3d::CircleInPlane(gsphere,X0,Y0,Z0,VX,VY,VZ,Rayon);
// Display of the radius of the sphere (line + text)
if (Pres == V3d_COMPLETE) {
this->Position(X,Y,Z);
Handle(Graphic3d_ArrayOfSegments) aPrims = new Graphic3d_ArrayOfSegments(2);
aPrims->AddVertex(X0,Y0,Z0);
aPrims->AddVertex(X,Y,Z);
gnopick->AddPrimitiveArray(aPrims);
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.);
V3d::ArrowOfRadius(gIntArrow, X0, Y0, Z0, X0-X, Y0-Y, Z0-Z, M_PI / 15., Rayon / 20.);
TCollection_AsciiString ValOfRadius(Rayon);
PText.SetCoord( 0.5*(X0+X), 0.5*(Y0+Y), 0.5*(Z0+Z) );
gradius->Text(ValOfRadius.ToCString(),PText,0.01);
}
// Display of the meridian
Quantity_Color Col2(Quantity_NOC_GREEN);
Handle(Graphic3d_AspectLine3d) Asp2 = new Graphic3d_AspectLine3d(Col2,Aspect_TOL_SOLID,1.);
gnopick->SetPrimitivesAspect(Asp2);
// Definition of the axis of circle
aView->Up(DXRef,DYRef,DZRef);
this->Position(X,Y,Z);
DXini = X-X0; DYini = Y-Y0; DZini = Z-Z0;
VX = DYRef*DZini - DZRef*DYini;
VY = DZRef*DXini - DXRef*DZini;
VZ = DXRef*DYini - DYRef*DXini;
V3d::CircleInPlane(gnopick,X0,Y0,Z0,VX,VY,VZ,Rayon);
// Display of the parallel
// Definition of the axis of circle
aView->Proj(VX,VY,VZ);
aView->Up(X1,Y1,Z1);
DXRef = VY * Z1 - VZ * Y1;
DYRef = VZ * X1 - VX * Z1;
DZRef = VX * Y1 - VY * X1;
this->Position(X,Y,Z);
DXini = X-X0; DYini = Y-Y0; DZini = Z-Z0;
VX = DYRef*DZini - DZRef*DYini;
VY = DZRef*DXini - DXRef*DZini;
VZ = DXRef*DYini - DYRef*DXini;
V3d::CircleInPlane(gnopick,X0,Y0,Z0,VX,VY,VZ,Rayon);
}
MyGraphicStructure->Connect(MyGraphicStructure1,Graphic3d_TOC_DESCENDANT);
MyTypeOfRepresentation = Pres;
MyGraphicStructure->Display();
TheViewer->SetUpdateMode(UpdSov);
}