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440 lines
13 KiB
C++
440 lines
13 KiB
C++
// Created on: 2001-07-02
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// Created by: Mathias BOSSHARD
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// Copyright (c) 2001-2014 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 <AIS_TexturedShape.hxx>
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#include <AIS_GraphicTool.hxx>
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#include <AIS_InteractiveContext.hxx>
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#include <BRepTools.hxx>
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#include <gp_Pnt2d.hxx>
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#include <Graphic3d_AspectFillArea3d.hxx>
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#include <Graphic3d_Group.hxx>
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#include <Graphic3d_StructureManager.hxx>
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#include <Graphic3d_Texture2Dmanual.hxx>
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#include <Message.hxx>
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#include <Message_Messenger.hxx>
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#include <Precision.hxx>
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#include <Prs3d_Drawer.hxx>
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#include <Prs3d_Presentation.hxx>
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#include <Prs3d_LineAspect.hxx>
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#include <Prs3d_ShadingAspect.hxx>
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#include <PrsMgr_PresentationManager.hxx>
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#include <Standard_ErrorHandler.hxx>
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#include <Prs3d_BndBox.hxx>
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#include <StdPrs_ShadedShape.hxx>
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#include <StdPrs_ToolTriangulatedShape.hxx>
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#include <StdPrs_WFShape.hxx>
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#include <TopExp_Explorer.hxx>
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IMPLEMENT_STANDARD_RTTIEXT(AIS_TexturedShape,AIS_Shape)
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//=======================================================================
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//function : AIS_TexturedShape
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//purpose :
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//=======================================================================
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AIS_TexturedShape::AIS_TexturedShape (const TopoDS_Shape& theShape)
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: AIS_Shape (theShape),
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myPredefTexture (Graphic3d_NameOfTexture2D(0)),
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myToMapTexture (Standard_True),
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myModulate (Standard_True),
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myIsCustomOrigin (Standard_True),
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myToRepeat (Standard_True),
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myToScale (Standard_True),
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myToShowTriangles (Standard_False)
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{
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}
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//=======================================================================
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//function : SetTextureFileName
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//purpose :
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//=======================================================================
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void AIS_TexturedShape::SetTextureFileName (const TCollection_AsciiString& theTextureFileName)
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{
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myTexturePixMap.Nullify();
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if (theTextureFileName.IsIntegerValue())
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{
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const Standard_Integer aValue = theTextureFileName.IntegerValue();
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if (aValue < Graphic3d_Texture2D::NumberOfTextures()
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&& aValue >= 0)
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{
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myPredefTexture = Graphic3d_NameOfTexture2D (aValue);
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}
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else
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{
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Message::SendFail (TCollection_AsciiString ("Error: texture with ID ") + theTextureFileName
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+ " is undefined. Texture 0 will be used instead.");
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myPredefTexture = Graphic3d_NameOfTexture2D (0);
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}
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myTextureFile = "";
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}
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else
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{
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myTextureFile = theTextureFileName;
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myPredefTexture = Graphic3d_NOT_2D_UNKNOWN;
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}
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}
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//=======================================================================
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//function : SetTexturePixMap
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//purpose :
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//=======================================================================
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void AIS_TexturedShape::SetTexturePixMap (const Handle(Image_PixMap)& theTexturePixMap)
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{
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myTextureFile = "";
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myPredefTexture = Graphic3d_NOT_2D_UNKNOWN;
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myTexturePixMap = theTexturePixMap;
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}
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//=======================================================================
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//function : SetTextureRepeat
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//purpose :
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//=======================================================================
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void AIS_TexturedShape::SetTextureRepeat (const Standard_Boolean theToRepeat,
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const Standard_Real theURepeat,
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const Standard_Real theVRepeat)
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{
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myToRepeat = theToRepeat;
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myUVRepeat.SetCoord (theURepeat, theVRepeat);
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}
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//=======================================================================
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//function : SetTextureMapOn
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//purpose :
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//=======================================================================
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void AIS_TexturedShape::SetTextureMapOn()
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{
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myToMapTexture = Standard_True;
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}
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//=======================================================================
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//function : SetTextureMapOff
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//purpose :
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//=======================================================================
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void AIS_TexturedShape::SetTextureMapOff()
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{
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myToMapTexture = Standard_False;
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}
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//=======================================================================
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//function : SetTextureOrigin
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//purpose :
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//=======================================================================
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void AIS_TexturedShape::SetTextureOrigin (const Standard_Boolean theToSetTextureOrigin,
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const Standard_Real theUOrigin,
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const Standard_Real theVOrigin)
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{
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myIsCustomOrigin = theToSetTextureOrigin;
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myUVOrigin.SetCoord (theUOrigin, theVOrigin);
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}
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//=======================================================================
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//function : SetTextureScale
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//purpose :
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//=======================================================================
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void AIS_TexturedShape::SetTextureScale (const Standard_Boolean theToSetTextureScale,
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const Standard_Real theScaleU,
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const Standard_Real theScaleV)
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{
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myToScale = theToSetTextureScale;
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myUVScale.SetCoord (theScaleU, theScaleV);
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}
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//=======================================================================
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//function : ShowTriangles
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//purpose :
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//=======================================================================
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void AIS_TexturedShape::ShowTriangles (const Standard_Boolean theToShowTriangles)
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{
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myToShowTriangles = theToShowTriangles;
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}
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//=======================================================================
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//function : EnableTextureModulate
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//purpose :
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//=======================================================================
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void AIS_TexturedShape::EnableTextureModulate()
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{
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myModulate = Standard_True;
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}
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//=======================================================================
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//function : DisableTextureModulate
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//purpose :
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//=======================================================================
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void AIS_TexturedShape::DisableTextureModulate()
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{
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myModulate = Standard_False;
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}
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//=======================================================================
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//function : SetColor
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//purpose :
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//=======================================================================
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void AIS_TexturedShape::SetColor (const Quantity_Color& theColor)
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{
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AIS_Shape::SetColor (theColor);
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for (PrsMgr_Presentations::Iterator aPrsIter (Presentations()); aPrsIter.More(); aPrsIter.Next())
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{
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if (aPrsIter.Value()->Mode() == 3)
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{
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updateAttributes (aPrsIter.Value());
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}
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}
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}
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//=======================================================================
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//function : UnsetColor
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//purpose :
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//=======================================================================
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void AIS_TexturedShape::UnsetColor()
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{
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AIS_Shape::UnsetColor();
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}
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//=======================================================================
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//function : SetMaterial
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//purpose :
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//=======================================================================
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void AIS_TexturedShape::SetMaterial (const Graphic3d_MaterialAspect& theMat)
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{
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AIS_Shape::SetMaterial (theMat);
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for (PrsMgr_Presentations::Iterator aPrsIter (Presentations()); aPrsIter.More(); aPrsIter.Next())
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{
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if (aPrsIter.Value()->Mode() == 3)
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{
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updateAttributes (aPrsIter.Value());
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}
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}
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}
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//=======================================================================
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//function : UnsetMaterial
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//purpose :
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//=======================================================================
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void AIS_TexturedShape::UnsetMaterial()
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{
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AIS_Shape::UnsetMaterial();
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for (PrsMgr_Presentations::Iterator aPrsIter (Presentations()); aPrsIter.More(); aPrsIter.Next())
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{
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if (aPrsIter.Value()->Mode() == 3)
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{
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updateAttributes (aPrsIter.Value());
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}
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}
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}
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//=======================================================================
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//function : UpdateAttributes
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//purpose :
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//=======================================================================
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void AIS_TexturedShape::UpdateAttributes()
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{
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updateAttributes (Presentation());
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}
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//=======================================================================
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//function : updateAttributes
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//purpose :
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//=======================================================================
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void AIS_TexturedShape::updateAttributes (const Handle(Prs3d_Presentation)& thePrs)
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{
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myAspect = new Graphic3d_AspectFillArea3d (*myDrawer->ShadingAspect()->Aspect());
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if (HasPolygonOffsets())
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{
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Standard_Integer aMode;
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Standard_ShortReal aFactor, aUnits;
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PolygonOffsets (aMode, aFactor, aUnits);
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myAspect->SetPolygonOffsets (aMode, aFactor, aUnits);
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}
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Standard_Boolean hasTexture = Standard_False;
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if (myToMapTexture)
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{
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TCollection_AsciiString aTextureDesc;
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if (!myTexturePixMap.IsNull())
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{
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myTexture = new Graphic3d_Texture2Dmanual (myTexturePixMap);
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aTextureDesc = " (custom image)";
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}
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else if (myPredefTexture != Graphic3d_NOT_2D_UNKNOWN)
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{
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myTexture = new Graphic3d_Texture2Dmanual (myPredefTexture);
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aTextureDesc = TCollection_AsciiString(" (predefined texture ") + myTexture->GetId() + ")";
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}
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else
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{
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myTexture = new Graphic3d_Texture2Dmanual (myTextureFile.ToCString());
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aTextureDesc = TCollection_AsciiString(" (") + myTextureFile + ")";
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}
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if (myModulate)
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{
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myTexture->EnableModulate();
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}
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else
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{
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myTexture->DisableModulate();
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}
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if (myTexture->IsDone())
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{
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hasTexture = Standard_True;
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}
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else
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{
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Message::SendFail (TCollection_AsciiString ("Error: texture can not be loaded ") + aTextureDesc);
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}
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}
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myAspect->SetTextureMap (myTexture);
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if (hasTexture)
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{
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myAspect->SetTextureMapOn();
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}
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else
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{
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myAspect->SetTextureMapOff();
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}
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if (myToShowTriangles)
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{
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myAspect->SetEdgeOn();
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}
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else
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{
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myAspect->SetEdgeOff();
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}
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// Go through all groups to change fill aspect for all primitives
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for (Graphic3d_SequenceOfGroup::Iterator aGroupIt (thePrs->Groups()); aGroupIt.More(); aGroupIt.Next())
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{
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const Handle(Graphic3d_Group)& aGroup = aGroupIt.Value();
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aGroup->SetGroupPrimitivesAspect (myAspect);
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}
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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_TexturedShape::Compute (const Handle(PrsMgr_PresentationManager)& ,
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const Handle(Prs3d_Presentation)& thePrs,
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const Standard_Integer theMode)
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{
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if (myshape.IsNull())
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{
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return;
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}
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if (myshape.ShapeType() > TopAbs_FACE && myshape.ShapeType() < TopAbs_SHAPE)
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{
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thePrs->SetVisual (Graphic3d_TOS_ALL);
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thePrs->SetDisplayPriority (myshape.ShapeType() + 2);
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}
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if (myshape.ShapeType() == TopAbs_COMPOUND)
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{
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TopExp_Explorer anExplor (myshape, TopAbs_VERTEX);
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if (!anExplor.More())
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{
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return;
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}
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}
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if (IsInfinite())
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{
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thePrs->SetInfiniteState (Standard_True);
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}
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switch (theMode)
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{
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case AIS_WireFrame:
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{
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StdPrs_ToolTriangulatedShape::ClearOnOwnDeflectionChange (myshape, myDrawer, Standard_True);
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StdPrs_WFShape::Add (thePrs, myshape, myDrawer);
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break;
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}
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case AIS_Shaded:
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case 3: // texture mapping on triangulation
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{
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StdPrs_ToolTriangulatedShape::ClearOnOwnDeflectionChange (myshape, myDrawer, Standard_True);
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if (myshape.ShapeType() > TopAbs_FACE)
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{
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StdPrs_WFShape::Add (thePrs, myshape, myDrawer);
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break;
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}
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if (IsInfinite())
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{
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StdPrs_WFShape::Add (thePrs, myshape, myDrawer);
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break;
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}
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try
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{
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OCC_CATCH_SIGNALS
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if (theMode == AIS_Shaded)
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{
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StdPrs_ShadedShape::Add (thePrs, myshape, myDrawer);
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}
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else
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{
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StdPrs_ShadedShape::Add (thePrs, myshape, myDrawer,
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Standard_True,
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myIsCustomOrigin ? myUVOrigin : gp_Pnt2d (0.0, 0.0),
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myUVRepeat,
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myToScale ? myUVScale : gp_Pnt2d (1.0, 1.0));
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updateAttributes (thePrs);
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}
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}
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catch (Standard_Failure const&)
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{
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#ifdef OCCT_DEBUG
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std::cout << "AIS_TexturedShape::Compute() in ShadingMode failed \n";
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#endif
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StdPrs_WFShape::Add (thePrs, myshape, myDrawer);
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}
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break;
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}
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case 2: // Bounding box
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{
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if (IsInfinite())
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{
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StdPrs_WFShape::Add (thePrs, myshape, myDrawer);
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}
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else
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{
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Prs3d_BndBox::Add (thePrs, BoundingBox(), myDrawer);
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}
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break;
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}
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}
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}
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