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1 | // Created on: 2018-12-12 |
2 | // Created by: Olga SURYANINOVA |
3 | // Copyright (c) 2018 OPEN CASCADE SAS |
4 | // |
5 | // This file is part of Open CASCADE Technology software library. |
6 | // |
7 | // This library is free software; you can redistribute it and/or modify it under |
8 | // the terms of the GNU Lesser General Public License version 2.1 as published |
9 | // by the Free Software Foundation, with special exception defined in the file |
10 | // OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT |
11 | // distribution for complete text of the license and disclaimer of any warranty. |
12 | // |
13 | // Alternatively, this file may be used under the terms of Open CASCADE |
14 | // commercial license or contractual agreement. |
15 | |
16 | #include <AIS_CameraFrustum.hxx> |
17 | |
18 | #include <AIS_DisplayMode.hxx> |
19 | #include <Graphic3d_ArrayOfTriangles.hxx> |
20 | #include <Graphic3d_ArrayOfSegments.hxx> |
21 | #include <Prs3d_LineAspect.hxx> |
22 | #include <Prs3d_ShadingAspect.hxx> |
23 | #include <Select3D_SensitiveGroup.hxx> |
24 | #include <Select3D_SensitivePrimitiveArray.hxx> |
25 | #include <Select3D_SensitiveSegment.hxx> |
26 | #include <SelectMgr_EntityOwner.hxx> |
27 | |
28 | IMPLEMENT_STANDARD_RTTIEXT(AIS_CameraFrustum, AIS_InteractiveObject) |
29 | |
30 | namespace |
31 | { |
32 | static const Standard_ShortReal THE_DEFAULT_TRANSPARENCY = 0.7f; |
33 | static const Quantity_Color THE_DEFAULT_COLOR = Quantity_NOC_WHITE; |
34 | } |
35 | |
36 | //======================================================================= |
37 | //function : Constructor |
38 | //purpose : |
39 | //======================================================================= |
40 | AIS_CameraFrustum::AIS_CameraFrustum() |
41 | : myPoints (0, Graphic3d_Camera::FrustumVerticesNB) |
42 | { |
43 | myDrawer->SetLineAspect (new Prs3d_LineAspect (THE_DEFAULT_COLOR, Aspect_TOL_SOLID, 1.0)); |
44 | |
45 | Handle(Prs3d_ShadingAspect) aShadingAspect = new Prs3d_ShadingAspect(); |
46 | aShadingAspect->SetMaterial (Graphic3d_NOM_PLASTIC); |
47 | aShadingAspect->Aspect()->SetAlphaMode (Graphic3d_AlphaMode_Blend); |
48 | aShadingAspect->SetTransparency (THE_DEFAULT_TRANSPARENCY); |
49 | aShadingAspect->SetColor (THE_DEFAULT_COLOR); |
50 | myDrawer->SetShadingAspect (aShadingAspect); |
51 | |
52 | myDrawer->SetTransparency (THE_DEFAULT_TRANSPARENCY); |
53 | SetDisplayMode (AIS_Shaded); |
54 | } |
55 | |
56 | //======================================================================= |
57 | //function : AcceptDisplayMode |
58 | //purpose : |
59 | //======================================================================= |
60 | Standard_Boolean AIS_CameraFrustum::AcceptDisplayMode (const Standard_Integer theMode) const |
61 | { |
62 | return theMode == AIS_Shaded || theMode == AIS_WireFrame; |
63 | } |
64 | |
65 | //======================================================================= |
66 | //function : SetCameraFrustum |
67 | //purpose : |
68 | //======================================================================= |
69 | void AIS_CameraFrustum::SetCameraFrustum (const Handle(Graphic3d_Camera)& theCamera) |
70 | { |
71 | if (theCamera.IsNull()) |
72 | { |
73 | return; |
74 | } |
75 | |
76 | theCamera->FrustumPoints (myPoints); |
77 | |
78 | fillTriangles(); |
79 | fillBorders(); |
80 | |
81 | SetToUpdate(); |
82 | } |
83 | |
84 | //======================================================================= |
85 | //function : SetColor |
86 | //purpose : |
87 | //======================================================================= |
88 | void AIS_CameraFrustum::SetColor (const Quantity_Color& theColor) |
89 | { |
90 | AIS_InteractiveObject::SetColor (theColor); |
91 | myDrawer->ShadingAspect()->SetColor (theColor); |
92 | myDrawer->LineAspect()->SetColor (theColor); |
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93 | SynchronizeAspects(); |
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94 | } |
95 | |
96 | //======================================================================= |
97 | //function : UnsetColor |
98 | //purpose : |
99 | //======================================================================= |
100 | void AIS_CameraFrustum::UnsetColor() |
101 | { |
102 | if (!HasColor()) |
103 | { |
104 | return; |
105 | } |
106 | |
107 | AIS_InteractiveObject::UnsetColor(); |
108 | |
109 | myDrawer->ShadingAspect()->SetColor (THE_DEFAULT_COLOR); |
110 | myDrawer->LineAspect()->SetColor (THE_DEFAULT_COLOR); |
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111 | SynchronizeAspects(); |
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112 | } |
113 | |
114 | //======================================================================= |
115 | //function : UnsetColor |
116 | //purpose : |
117 | //======================================================================= |
118 | void AIS_CameraFrustum::UnsetTransparency() |
119 | { |
120 | myDrawer->ShadingAspect()->SetTransparency (0.0f); |
121 | myDrawer->SetTransparency (0.0f); |
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122 | SynchronizeAspects(); |
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123 | } |
124 | |
125 | //======================================================================= |
126 | //function : fillTriangles |
127 | //purpose : |
128 | //======================================================================= |
129 | void AIS_CameraFrustum::fillTriangles() |
130 | { |
131 | if (myTriangles.IsNull()) |
132 | { |
133 | const Standard_Integer aPlaneTriangleVertsNb = 2 * 3; |
134 | const Standard_Integer aPlanesNb = 3 * 2; |
135 | |
136 | myTriangles = new Graphic3d_ArrayOfTriangles (Graphic3d_Camera::FrustumVerticesNB, aPlaneTriangleVertsNb * aPlanesNb); |
137 | myTriangles->SetVertice (Graphic3d_Camera::FrustumVerticesNB, gp_Pnt (0.0, 0.0, 0.0)); |
138 | |
139 | // Triangles go in order (clockwise vertices traversing for correct normal): |
140 | // (0, 2, 1), (3, 1, 2) |
141 | const Standard_Integer aLookup1_clockwise[] = { 0, 1, 0, 1, 0, 1 }; |
142 | const Standard_Integer aLookup2_clockwise[] = { 0, 0, 1, 1, 1, 0 }; |
143 | // Triangles go in order (counterclockwise vertices traversing for correct normal): |
144 | // (1, 2, 0), (2, 1, 3) |
145 | const Standard_Integer aLookup1_anticlockwise[] = { 0, 1, 0, 1, 0, 1 }; |
146 | const Standard_Integer aLookup2_anticlockwise[] = { 1, 0, 0, 0, 1, 1 }; |
147 | Standard_Integer aShifts[] = { 0, 0, 0 }; |
148 | |
149 | // Planes go in order: |
150 | // LEFT, RIGHT, BOTTOM, TOP, NEAR, FAR |
151 | for (Standard_Integer aFaceIdx = 0; aFaceIdx < 3; ++aFaceIdx) |
152 | { |
153 | for (Standard_Integer i = 0; i < 2; ++i) |
154 | { |
155 | for (Standard_Integer aPntIter = 0; aPntIter < aPlaneTriangleVertsNb; ++aPntIter) |
156 | { |
157 | aShifts[aFaceIdx] = i; |
158 | if (i == 0) |
159 | { |
160 | aShifts[(aFaceIdx + 1) % 3] = aLookup1_clockwise[aPntIter]; |
161 | aShifts[(aFaceIdx + 2) % 3] = aLookup2_clockwise[aPntIter]; |
162 | } |
163 | else |
164 | { |
165 | aShifts[(aFaceIdx + 1) % 3] = aLookup1_anticlockwise[aPntIter]; |
166 | aShifts[(aFaceIdx + 2) % 3] = aLookup2_anticlockwise[aPntIter]; |
167 | } |
168 | |
169 | Standard_Integer anIndex = aShifts[0] * 2 * 2 + aShifts[1] * 2 + aShifts[2]; |
170 | myTriangles->AddEdge (anIndex + 1); |
171 | } |
172 | } |
173 | } |
174 | } |
175 | |
176 | for (Standard_Integer aPointIter = 0; aPointIter < Graphic3d_Camera::FrustumVerticesNB; ++aPointIter) |
177 | { |
178 | const Graphic3d_Vec3d aPnt = myPoints[aPointIter]; |
179 | myTriangles->SetVertice (aPointIter + 1, gp_Pnt (aPnt.x(), aPnt.y(), aPnt.z())); |
180 | } |
181 | } |
182 | |
183 | //======================================================================= |
184 | //function : fillBorders |
185 | //purpose : |
186 | //======================================================================= |
187 | void AIS_CameraFrustum::fillBorders() |
188 | { |
189 | if (myBorders.IsNull()) |
190 | { |
191 | const Standard_Integer aPlaneSegmVertsNb = 2 * 4; |
192 | const Standard_Integer aPlanesNb = 3 * 2; |
193 | myBorders = new Graphic3d_ArrayOfSegments (Graphic3d_Camera::FrustumVerticesNB, aPlaneSegmVertsNb * aPlanesNb); |
194 | myBorders->SetVertice (Graphic3d_Camera::FrustumVerticesNB, gp_Pnt (0.0, 0.0, 0.0)); |
195 | |
196 | // Segments go in order: |
197 | // (0, 2), (2, 3), (3, 1), (1, 0) |
198 | const Standard_Integer aLookup1[] = { 0, 1, 1, 1, 1, 0, 0, 0 }; |
199 | const Standard_Integer aLookup2[] = { 0, 0, 0, 1, 1, 1, 1, 0 }; |
200 | Standard_Integer aShifts[] = { 0, 0, 0 }; |
201 | |
202 | // Planes go in order: |
203 | // LEFT, RIGHT, BOTTOM, TOP, NEAR, FAR |
204 | for (Standard_Integer aFaceIdx = 0; aFaceIdx < 3; ++aFaceIdx) |
205 | { |
206 | for (Standard_Integer i = 0; i < 2; ++i) |
207 | { |
208 | for (Standard_Integer aSegmVertIter = 0; aSegmVertIter < aPlaneSegmVertsNb; ++aSegmVertIter) |
209 | { |
210 | aShifts[aFaceIdx] = i; |
211 | aShifts[(aFaceIdx + 1) % 3] = aLookup1[aSegmVertIter]; |
212 | aShifts[(aFaceIdx + 2) % 3] = aLookup2[aSegmVertIter]; |
213 | |
214 | Standard_Integer anIndex = aShifts[0] * 2 * 2 + aShifts[1] * 2 + aShifts[2]; |
215 | myBorders->AddEdge (anIndex + 1); |
216 | } |
217 | } |
218 | } |
219 | } |
220 | |
221 | for (Standard_Integer aPointIter = 0; aPointIter < Graphic3d_Camera::FrustumVerticesNB; ++aPointIter) |
222 | { |
223 | const Graphic3d_Vec3d aPnt = myPoints[aPointIter]; |
224 | myBorders->SetVertice (aPointIter + 1, gp_Pnt (aPnt.x(), aPnt.y(), aPnt.z())); |
225 | } |
226 | } |
227 | |
228 | //======================================================================= |
229 | //function : Compute |
230 | //purpose : |
231 | //======================================================================= |
232 | void AIS_CameraFrustum::Compute (const Handle(PrsMgr_PresentationManager3d)& , |
233 | const Handle(Prs3d_Presentation)& thePrs, |
234 | const Standard_Integer theMode) |
235 | { |
236 | thePrs->SetInfiniteState (true); |
237 | if (myTriangles.IsNull()) |
238 | { |
239 | return; |
240 | } |
241 | |
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242 | switch (theMode) |
243 | { |
244 | case AIS_Shaded: |
245 | { |
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246 | Handle(Graphic3d_Group) aGroup = thePrs->NewGroup(); |
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247 | aGroup->SetGroupPrimitivesAspect (myDrawer->ShadingAspect()->Aspect()); |
248 | aGroup->AddPrimitiveArray (myTriangles); |
249 | } |
250 | Standard_FALLTHROUGH |
251 | case AIS_WireFrame: |
252 | { |
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253 | Handle(Graphic3d_Group) aGroup = thePrs->NewGroup(); |
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254 | aGroup->SetGroupPrimitivesAspect (myDrawer->LineAspect()->Aspect()); |
255 | aGroup->AddPrimitiveArray (myBorders); |
256 | break; |
257 | } |
258 | } |
259 | } |
260 | |
261 | //======================================================================= |
262 | //function : ComputeSelection |
263 | //purpose : |
264 | //======================================================================= |
265 | void AIS_CameraFrustum::ComputeSelection (const Handle(SelectMgr_Selection)& theSelection, |
266 | const Standard_Integer theMode) |
267 | { |
268 | Handle(SelectMgr_EntityOwner) anOwner = new SelectMgr_EntityOwner (this); |
269 | switch (theMode) |
270 | { |
271 | case SelectionMode_Edges: |
272 | { |
273 | Handle(Select3D_SensitiveGroup) aSensitiveEntity = new Select3D_SensitiveGroup (anOwner); |
274 | for (Standard_Integer anIter = 1; anIter <= myBorders->EdgeNumber(); anIter += 2) |
275 | { |
276 | aSensitiveEntity->Add (new Select3D_SensitiveSegment (anOwner, myBorders->Vertice (myBorders->Edge (anIter)), myBorders->Vertice(myBorders->Edge (anIter + 1)))); |
277 | } |
278 | theSelection->Add (aSensitiveEntity); |
279 | break; |
280 | } |
281 | case SelectionMode_Volume: |
282 | { |
283 | Handle(Select3D_SensitivePrimitiveArray) aSelArray = new Select3D_SensitivePrimitiveArray (anOwner); |
284 | aSelArray->InitTriangulation (myTriangles->Attributes(), myTriangles->Indices(), TopLoc_Location()); |
285 | theSelection->Add (aSelArray); |
286 | break; |
287 | } |
288 | } |
289 | } |