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occt/src/Visual3d/Visual3d_ContextView.cxx
2012-03-05 19:28:25 +04:00

377 lines
8.6 KiB
C++
Executable File

/***********************************************************************
FUNCTION :
----------
Class Visual3d_ContextView.cxx :
Declaration of variables specific to view contexts.
A view context is defined by :
- the activity of aliasing
- the activity of depth-cueing
- the activity of Z clipping
- the activity of defined light sources
- the required type of visualization
- the model of shading if required
************************************************************************/
#define BUC60572 //GG 03-08-99 Move Zcueing and Zclipping front & back planes
// coherence checking in Visual3d_View::SetContext()
/*----------------------------------------------------------------------*/
/*
* Includes
*/
#include <Visual3d_ContextView.ixx>
/*----------------------------------------------------------------------*/
Visual3d_ContextView::Visual3d_ContextView ():
AliasingIsActive (Standard_False),
ZcueingIsActive (Standard_False),
FrontZclippingIsActive (Standard_False),
BackZclippingIsActive (Standard_False),
MyZclippingFrontPlane (Standard_ShortReal (1.0)),
MyZclippingBackPlane (Standard_ShortReal (0.0)),
MyDepthCueingFrontPlane (Standard_ShortReal (1.0)),
MyDepthCueingBackPlane (Standard_ShortReal (0.0)),
MyModel (Visual3d_TOM_NONE),
MyVisual (Visual3d_TOV_WIREFRAME),
MyLights (),
MyClipPlanes (),
MyTextureEnv(),
MySurfaceDetail(Visual3d_TOD_NONE)
{
}
/*----------------------------------------------------------------------*/
void Visual3d_ContextView::SetAliasingOn () {
AliasingIsActive = Standard_True;
}
void Visual3d_ContextView::SetAliasingOff () {
AliasingIsActive = Standard_False;
}
Standard_Boolean Visual3d_ContextView::AliasingIsOn () const {
return (AliasingIsActive);
}
void Visual3d_ContextView::SetZClippingOn () {
BackZclippingIsActive = Standard_True;
FrontZclippingIsActive = Standard_True;
}
void Visual3d_ContextView::SetZClippingOff () {
BackZclippingIsActive = Standard_False;
FrontZclippingIsActive = Standard_False;
}
Standard_Boolean Visual3d_ContextView::BackZClippingIsOn () const {
return (BackZclippingIsActive);
}
void Visual3d_ContextView::SetBackZClippingOn () {
BackZclippingIsActive = Standard_True;
}
void Visual3d_ContextView::SetBackZClippingOff () {
BackZclippingIsActive = Standard_False;
}
Standard_Boolean Visual3d_ContextView::FrontZClippingIsOn () const {
return (FrontZclippingIsActive);
}
void Visual3d_ContextView::SetFrontZClippingOn () {
FrontZclippingIsActive = Standard_True;
}
void Visual3d_ContextView::SetFrontZClippingOff () {
FrontZclippingIsActive = Standard_False;
}
void Visual3d_ContextView::SetZClippingFrontPlane (const Standard_Real AFront) {
#ifndef BUC60572
if ( (FrontZclippingIsActive) && (BackZclippingIsActive) &&
(MyZclippingBackPlane >= AFront) )
Visual3d_ZClippingDefinitionError::Raise
("Bad value for ZClippingFrontPlane");
#endif
MyZclippingFrontPlane = Standard_ShortReal (AFront);
}
Standard_Real Visual3d_ContextView::ZClippingFrontPlane () const {
return (Standard_Real (MyZclippingFrontPlane));
}
void Visual3d_ContextView::SetDepthCueingFrontPlane (const Standard_Real AFront) {
#ifndef BUC60572
if ( (ZcueingIsActive) && (MyDepthCueingBackPlane >= AFront) )
Visual3d_DepthCueingDefinitionError::Raise
("Bad value for DepthCueingFrontPlane");
#endif
MyDepthCueingFrontPlane = Standard_ShortReal (AFront);
}
Standard_Real Visual3d_ContextView::DepthCueingFrontPlane () const {
return (Standard_Real (MyDepthCueingFrontPlane));
}
void Visual3d_ContextView::SetZClippingBackPlane (const Standard_Real ABack) {
#ifndef BUC60572
if ( (FrontZclippingIsActive) && (FrontZclippingIsActive) &&
(MyZclippingFrontPlane <= ABack) )
Visual3d_ZClippingDefinitionError::Raise
("Bad value for ZClippingBackPlane");
#endif
MyZclippingBackPlane = Standard_ShortReal (ABack);
}
Standard_Real Visual3d_ContextView::ZClippingBackPlane () const {
return (Standard_Real (MyZclippingBackPlane));
}
void Visual3d_ContextView::SetDepthCueingBackPlane (const Standard_Real ABack) {
#ifndef BUC60572
if ( (ZcueingIsActive) && (MyDepthCueingFrontPlane <= ABack) )
Visual3d_DepthCueingDefinitionError::Raise
("Bad value for DepthCueingBackPlane");
#endif
MyDepthCueingBackPlane = Standard_ShortReal (ABack);
}
Standard_Real Visual3d_ContextView::DepthCueingBackPlane () const {
return (Standard_Real (MyDepthCueingBackPlane));
}
void Visual3d_ContextView::SetDepthCueingOn () {
ZcueingIsActive = Standard_True;
}
void Visual3d_ContextView::SetDepthCueingOff () {
ZcueingIsActive = Standard_False;
}
Standard_Boolean Visual3d_ContextView::DepthCueingIsOn () const {
return (ZcueingIsActive);
}
void Visual3d_ContextView::SetModel (const Visual3d_TypeOfModel AModel) {
MyModel = AModel;
}
Visual3d_TypeOfModel Visual3d_ContextView::Model () const {
return (MyModel);
}
void Visual3d_ContextView::SetVisualization (const Visual3d_TypeOfVisualization AVisual) {
MyVisual = AVisual;
}
Visual3d_TypeOfVisualization Visual3d_ContextView::Visualization () const {
return (MyVisual);
}
void Visual3d_ContextView::SetLightOn (const Handle(Visual3d_Light)& ALight) {
Standard_Integer LengthL = MyLights.Length ();
Standard_Integer indexL = 0;
// Find light <ALight> in
// the sequence of already active lights
for (Standard_Integer i=1; i<=LengthL && indexL==0; i++)
if ((void *) (MyLights.Value (i)) ==
(void *) (ALight.operator->())) indexL = i;
// This is the activation of a new light
if (indexL == 0)
MyLights.Append ((void *) ALight.operator->());
}
void Visual3d_ContextView::SetLightOff (const Handle(Visual3d_Light)& ALight) {
Standard_Integer LengthL = MyLights.Length ();
Standard_Integer indexL = 0;
// Find light <ALight> in
// the sequence of already active lights
for (Standard_Integer i=1; i<=LengthL && indexL==0; i++)
if ((void *) (MyLights.Value (i)) ==
(void *) (ALight.operator->())) indexL = i;
// This is the activation of a new light
if (indexL != 0) MyLights.Remove (indexL);
}
Handle(Visual3d_HSetOfLight) Visual3d_ContextView::ActivatedLights () const {
Handle(Visual3d_HSetOfLight) SG = new Visual3d_HSetOfLight ();
Standard_Integer Length = MyLights.Length ();
for (Standard_Integer i=1; i<=Length; i++)
SG->Add ((Visual3d_Light *) (MyLights.Value (i)));
return (SG);
}
Standard_Integer Visual3d_ContextView::NumberOfActivatedLights () const {
Standard_Integer Length = MyLights.Length ();
return (Length);
}
Handle(Visual3d_Light) Visual3d_ContextView::ActivatedLight (const Standard_Integer AnIndex) const {
return (Visual3d_Light *) (MyLights.Value (AnIndex));
}
void Visual3d_ContextView::SetClipPlaneOn (const Handle(Visual3d_ClipPlane)& AClipPlane) {
Standard_Integer LengthC = MyClipPlanes.Length ();
Standard_Integer indexC = 0;
// Find plane <AClipPlane> in the
// sequence of already active planes
for (Standard_Integer i=1; i<=LengthC && indexC==0; i++)
if ((void *) (MyClipPlanes.Value (i)) ==
(void *) (AClipPlane.operator->())) indexC = i;
// This is the activation of a new plane
if (indexC == 0)
MyClipPlanes.Append ((void *) AClipPlane.operator->());
}
void Visual3d_ContextView::SetClipPlaneOff (const Handle(Visual3d_ClipPlane)& AClipPlane) {
Standard_Integer LengthC = MyClipPlanes.Length ();
Standard_Integer indexC = 0;
// Find plane <AClipPlane> in the
// sequence of already active planes
for (Standard_Integer i=1; i<=LengthC && indexC==0; i++)
if ((void *) (MyClipPlanes.Value (i)) ==
(void *) (AClipPlane.operator->())) indexC = i;
// This is an active plane
if (indexC != 0) MyClipPlanes.Remove (indexC);
}
Handle(Visual3d_HSetOfClipPlane) Visual3d_ContextView::ActivatedClipPlanes () const {
Handle(Visual3d_HSetOfClipPlane) SG = new Visual3d_HSetOfClipPlane ();
Standard_Integer Length = MyClipPlanes.Length ();
for (Standard_Integer i=1; i<=Length; i++)
SG->Add ((Visual3d_ClipPlane *) (MyClipPlanes.Value (i)));
return (SG);
}
Standard_Integer Visual3d_ContextView::NumberOfActivatedClipPlanes () const {
Standard_Integer Length = MyClipPlanes.Length ();
return (Length);
}
Handle(Visual3d_ClipPlane) Visual3d_ContextView::ActivatedClipPlane (const Standard_Integer AnIndex) const {
return (Visual3d_ClipPlane *) (MyClipPlanes.Value (AnIndex));
}
void Visual3d_ContextView::SetSurfaceDetail(const Visual3d_TypeOfSurfaceDetail TOSD)
{
MySurfaceDetail = TOSD;
}
void Visual3d_ContextView::SetTextureEnv(const Handle(Graphic3d_TextureEnv)& ATexture)
{
MyTextureEnv = ATexture;
}
Handle_Graphic3d_TextureEnv Visual3d_ContextView::TextureEnv() const
{
return MyTextureEnv;
}
Visual3d_TypeOfSurfaceDetail Visual3d_ContextView::SurfaceDetail() const
{
return MySurfaceDetail;
}