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213 lines
7.6 KiB
C++
213 lines
7.6 KiB
C++
// Copyright (c) 1999-2014 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_Triangulation.hxx>
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#include <AIS_InteractiveObject.hxx>
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#include <Standard_Type.hxx>
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#include <Poly_Array1OfTriangle.hxx>
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#include <Poly_Triangulation.hxx>
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#include <Prs3d_Drawer.hxx>
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#include <Prs3d_Root.hxx>
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#include <Prs3d_ShadingAspect.hxx>
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#include <TShort_Array1OfShortReal.hxx>
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#include <TColgp_Array1OfPnt.hxx>
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#include <TColStd_HArray1OfInteger.hxx>
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#include <TShort_HArray1OfShortReal.hxx>
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#include <Graphic3d_Group.hxx>
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#include <Graphic3d_AspectFillArea3d.hxx>
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#include <Graphic3d_ArrayOfTriangles.hxx>
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AIS_Triangulation::AIS_Triangulation(const Handle(Poly_Triangulation)& Triangulation)
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{
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myTriangulation = Triangulation;
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myNbNodes = Triangulation->NbNodes();
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myNbTriangles = Triangulation->NbTriangles();
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myFlagColor = 0;
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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_Triangulation::Compute(const Handle(PrsMgr_PresentationManager3d)& /*aPresentationManager*/,
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const Handle(Prs3d_Presentation)& aPresentation,
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const Standard_Integer aMode)
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{
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switch (aMode)
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{
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case 0:
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const TColgp_Array1OfPnt& nodes = myTriangulation->Nodes(); //Nodes
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const Poly_Array1OfTriangle& triangles = myTriangulation->Triangles(); //Triangle
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Standard_Boolean hasVNormals = myTriangulation->HasNormals();
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Standard_Boolean hasVColors = (myFlagColor == 1);
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Handle(Graphic3d_ArrayOfTriangles) anArray = new Graphic3d_ArrayOfTriangles (myNbNodes, myNbTriangles * 3,
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hasVNormals, hasVColors, Standard_False);
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Handle(Graphic3d_Group) TheGroup = Prs3d_Root::CurrentGroup(aPresentation);
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Handle(Graphic3d_AspectFillArea3d) aspect = myDrawer->ShadingAspect()->Aspect();
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Standard_Integer i;
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Standard_Integer j;
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Standard_Real ambient = aspect->FrontMaterial().Ambient();
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if (hasVNormals)
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{
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const TShort_Array1OfShortReal& normals = myTriangulation->Normals();
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if (hasVColors)
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{
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const TColStd_Array1OfInteger& colors = myColor->Array1();
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for ( i = nodes.Lower(); i <= nodes.Upper(); i++ )
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{
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j = (i - nodes.Lower()) * 3;
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anArray->AddVertex(nodes(i), AttenuateColor(colors(i), ambient));
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anArray->SetVertexNormal(i, normals(j+1), normals(j+2), normals(j+3));
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}
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}
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else // !hasVColors
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{
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for ( i = nodes.Lower(); i <= nodes.Upper(); i++ )
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{
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j = (i - nodes.Lower()) * 3;
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anArray->AddVertex(nodes(i));
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anArray->SetVertexNormal(i, normals(j+1), normals(j+2), normals(j+3));
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}
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}
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}
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else // !hasVNormals
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{
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if (hasVColors)
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{
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const TColStd_Array1OfInteger& colors = myColor->Array1();
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for ( i = nodes.Lower(); i <= nodes.Upper(); i++ )
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{
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anArray->AddVertex(nodes(i), AttenuateColor(colors(i), ambient));
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}
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}
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else // !hasVColors
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{
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for ( i = nodes.Lower(); i <= nodes.Upper(); i++ )
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{
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anArray->AddVertex(nodes(i));
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}
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}
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}
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Standard_Integer indexTriangle[3] = {0,0,0};
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for ( i = triangles.Lower(); i<= triangles.Upper(); i++ ) {
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triangles(i).Get(indexTriangle[0], indexTriangle[1], indexTriangle[2]);
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anArray->AddEdge(indexTriangle[0]);
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anArray->AddEdge(indexTriangle[1]);
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anArray->AddEdge(indexTriangle[2]);
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}
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TheGroup->SetPrimitivesAspect(aspect);
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TheGroup->AddPrimitiveArray(anArray);
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break;
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}
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}
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//=======================================================================
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//function : ComputeSelection
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//purpose :
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//=======================================================================
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void AIS_Triangulation::ComputeSelection(const Handle(SelectMgr_Selection)& /*aSelection*/,
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const Standard_Integer /*aMode*/)
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{
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}
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//=======================================================================
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//function : SetColor
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//purpose : Set the color for each node.
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// Each 32-bit color is Alpha << 24 + Blue << 16 + Green << 8 + Red
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// Order of color components is essential for further usage by OpenGL
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//=======================================================================
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void AIS_Triangulation::SetColors(const Handle(TColStd_HArray1OfInteger)& aColor)
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{
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myFlagColor = 1;
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myColor = aColor;
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}
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//=======================================================================
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//function : GetColor
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//purpose : Get the color for each node.
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// Each 32-bit color is Alpha << 24 + Blue << 16 + Green << 8 + Red
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// Order of color components is essential for further usage by OpenGL
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//=======================================================================
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Handle(TColStd_HArray1OfInteger) AIS_Triangulation::GetColors() const
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{
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return myColor;
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}
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//=======================================================================
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//function : SetTriangulation
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//purpose :
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//=======================================================================
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void AIS_Triangulation::SetTriangulation(const Handle(Poly_Triangulation)& aTriangulation)
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{
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myTriangulation = aTriangulation;
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}
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//=======================================================================
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//function : GetTriangulation
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//purpose :
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//=======================================================================
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Handle(Poly_Triangulation) AIS_Triangulation::GetTriangulation() const{
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return myTriangulation;
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}
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//=======================================================================
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//function : AttenuateColor
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//purpose : Attenuates 32-bit color by a given attenuation factor (0...1):
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// aColor = Alpha << 24 + Blue << 16 + Green << 8 + Red
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// All color components are multiplied by aComponent, the result is then packed again as 32-bit integer.
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// Color attenuation is applied to the vertex colors in order to have correct visual result
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// after glColorMaterial(GL_AMBIENT_AND_DIFFUSE). Without it, colors look unnatural and flat.
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//=======================================================================
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Standard_Integer AIS_Triangulation::AttenuateColor( const Standard_Integer aColor,
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const Standard_Real aComposition)
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{
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Standard_Integer red,
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green,
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blue,
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alpha;
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alpha = aColor&0xff000000;
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alpha >>= 24;
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blue = aColor&0x00ff0000;
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blue >>= 16;
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green = aColor&0x0000ff00;
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green >>= 8;
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red = aColor&0x000000ff;
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red >>= 0;
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red = (Standard_Integer)(aComposition * red);
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green = (Standard_Integer)(aComposition * green);
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blue = (Standard_Integer)(aComposition * blue);
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Standard_Integer color;
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color = red;
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color += green << 8;
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color += blue << 16;
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color += alpha << 24;
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return color;
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}
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