0022048: Visualization, AIS_InteractiveContext - single object selection should alway...
[occt.git] / src / AIS / AIS_RubberBand.cxx
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b12e1c7b 1// Created on: 2015-11-23
2// Created by: Anastasia BORISOVA
3// Copyright (c) 2015 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_RubberBand.hxx>
17#include <BRepMesh_DataStructureOfDelaun.hxx>
18#include <BRepMesh_Delaun.hxx>
19#include <Graphic3d_ArrayOfPolygons.hxx>
20#include <Graphic3d_ArrayOfPolylines.hxx>
21#include <Graphic3d_AspectFillArea3d.hxx>
22#include <Graphic3d_GraphicDriver.hxx>
23#include <Graphic3d_ArrayOfTriangles.hxx>
24#include <Graphic3d_TransModeFlags.hxx>
25#include <Graphic3d_ZLayerId.hxx>
26#include <Prs3d_LineAspect.hxx>
27#include <Prs3d_Root.hxx>
28#include <Prs3d_ShadingAspect.hxx>
29#include <SelectMgr_EntityOwner.hxx>
30#include <V3d_Viewer.hxx>
31#include <V3d_View.hxx>
32
33
34#define MEMORY_BLOCK_SIZE 512 * 7
35
36IMPLEMENT_STANDARD_RTTIEXT(AIS_RubberBand, AIS_InteractiveObject)
37//=======================================================================
38//function : Constructor
39//purpose :
40//=======================================================================
41AIS_RubberBand::AIS_RubberBand()
53d696bf 42: myIsPolygonClosed(Standard_True)
b12e1c7b 43{
44 myDrawer->SetLineAspect (new Prs3d_LineAspect (Quantity_NOC_WHITE, Aspect_TOL_SOLID, 1.0));
45 myDrawer->SetShadingAspect (new Prs3d_ShadingAspect());
69adb9ce 46 myDrawer->ShadingAspect()->SetMaterial (Graphic3d_NOM_PLASTIC);
b12e1c7b 47 myDrawer->ShadingAspect()->Aspect()->SetInteriorStyle (Aspect_IS_EMPTY);
48 myDrawer->ShadingAspect()->SetTransparency (1.0);
49 myDrawer->ShadingAspect()->SetColor (Quantity_NOC_WHITE);
50
778cd667 51 SetTransformPersistence (new Graphic3d_TransformPers (Graphic3d_TMF_2d, Aspect_TOTP_LEFT_LOWER));
b12e1c7b 52 SetZLayer (Graphic3d_ZLayerId_TopOSD);
53}
54
55//=======================================================================
56//function : Constructor
57//purpose :
58//=======================================================================
59AIS_RubberBand::AIS_RubberBand (const Quantity_Color& theLineColor,
60 const Aspect_TypeOfLine theLineType,
53d696bf 61 const Standard_Real theWidth,
62 const Standard_Boolean theIsPolygonClosed)
63: myIsPolygonClosed(theIsPolygonClosed)
b12e1c7b 64{
65 myDrawer->SetLineAspect (new Prs3d_LineAspect (theLineColor, theLineType, theWidth));
66 myDrawer->SetShadingAspect (new Prs3d_ShadingAspect());
69adb9ce 67 myDrawer->ShadingAspect()->SetMaterial (Graphic3d_NOM_PLASTIC);
b12e1c7b 68 myDrawer->ShadingAspect()->Aspect()->SetInteriorStyle (Aspect_IS_EMPTY);
69 myDrawer->ShadingAspect()->SetTransparency (1.0);
70 myDrawer->ShadingAspect()->SetColor (Quantity_NOC_WHITE);
71
778cd667 72 SetTransformPersistence (new Graphic3d_TransformPers (Graphic3d_TMF_2d, Aspect_TOTP_LEFT_LOWER));
b12e1c7b 73 SetZLayer (Graphic3d_ZLayerId_TopOSD);
74}
75
76//=======================================================================
77//function : Constructor
78//purpose :
79//=======================================================================
80AIS_RubberBand::AIS_RubberBand (const Quantity_Color& theLineColor,
81 const Aspect_TypeOfLine theLineType,
82 const Quantity_Color theFillColor,
83 const Standard_Real theTransparency,
53d696bf 84 const Standard_Real theLineWidth,
85 const Standard_Boolean theIsPolygonClosed)
86: myIsPolygonClosed (theIsPolygonClosed)
b12e1c7b 87{
88 myDrawer->SetLineAspect (new Prs3d_LineAspect (theLineColor, theLineType, theLineWidth));
89 myDrawer->SetShadingAspect (new Prs3d_ShadingAspect());
69adb9ce 90 myDrawer->ShadingAspect()->SetMaterial (Graphic3d_NOM_PLASTIC);
b12e1c7b 91 myDrawer->ShadingAspect()->SetColor (theFillColor);
92 myDrawer->ShadingAspect()->Aspect()->SetInteriorStyle (Aspect_IS_SOLID);
93 myDrawer->ShadingAspect()->SetTransparency (theTransparency);
94
778cd667 95 SetTransformPersistence (new Graphic3d_TransformPers (Graphic3d_TMF_2d, Aspect_TOTP_LEFT_LOWER));
b12e1c7b 96 SetZLayer (Graphic3d_ZLayerId_TopOSD);
97}
98
99//=======================================================================
100//function : Destructor
101//purpose :
102//=======================================================================
103AIS_RubberBand::~AIS_RubberBand()
104{
105 myPoints.Clear();
106 myTriangles.Nullify();
107 myBorders.Nullify();
108}
109
110//=======================================================================
111//function : SetRectangle
112//purpose :
113//=======================================================================
114void AIS_RubberBand::SetRectangle (const Standard_Integer theMinX, const Standard_Integer theMinY,
115 const Standard_Integer theMaxX, const Standard_Integer theMaxY)
116{
117 myPoints.Clear();
118 myPoints.Append (Graphic3d_Vec2i (theMinX, theMinY));
119 myPoints.Append (Graphic3d_Vec2i (theMinX, theMaxY));
120 myPoints.Append (Graphic3d_Vec2i (theMaxX, theMaxY));
121 myPoints.Append (Graphic3d_Vec2i (theMaxX, theMinY));
122}
123
124//=======================================================================
125//function : AddPoint
126//purpose :
127//=======================================================================
128void AIS_RubberBand::AddPoint (const Graphic3d_Vec2i& thePoint)
129{
130 myPoints.Append (thePoint);
131}
132
133//=======================================================================
134//function : AddPoint
135//purpose :
136//=======================================================================
137void AIS_RubberBand::RemoveLastPoint()
138{
139 myPoints.Remove (myPoints.Length());
140}
141
142//=======================================================================
143//function : GetPoints
144//purpose :
145//=======================================================================
146const NCollection_Sequence<Graphic3d_Vec2i>& AIS_RubberBand::Points() const
147{
148 return myPoints;
149}
150
151//=======================================================================
152//function : LineColor
153//purpose :
154//=======================================================================
155Quantity_Color AIS_RubberBand::LineColor() const
156{
b6472664 157 return myDrawer->LineAspect()->Aspect()->Color();
b12e1c7b 158}
159
160//=======================================================================
161//function : SetLineColor
162//purpose :
163//=======================================================================
164void AIS_RubberBand::SetLineColor (const Quantity_Color& theColor)
165{
166 myDrawer->LineAspect()->SetColor (theColor);
167}
168
169//=======================================================================
170//function : FillColor
171//purpose :
172//=======================================================================
173Quantity_Color AIS_RubberBand::FillColor() const
174{
175 return myDrawer->ShadingAspect()->Color();
176}
177
178//=======================================================================
179//function : SetFillColor
180//purpose :
181//=======================================================================
182void AIS_RubberBand::SetFillColor (const Quantity_Color& theColor)
183{
184 myDrawer->ShadingAspect()->SetColor (theColor);
185}
186
187//=======================================================================
188//function : SetLineWidth
189//purpose :
190//=======================================================================
191void AIS_RubberBand::SetLineWidth (const Standard_Real theWidth) const
192{
193 myDrawer->LineAspect()->SetWidth (theWidth);
194}
195
196//=======================================================================
197//function : SetLineWidth
198//purpose :
199//=======================================================================
200Standard_Real AIS_RubberBand::LineWidth() const
201{
b6472664 202 return myDrawer->LineAspect()->Aspect()->Width();
b12e1c7b 203}
204
205//=======================================================================
206//function : SetLineType
207//purpose :
208//=======================================================================
209void AIS_RubberBand::SetLineType (const Aspect_TypeOfLine theType)
210{
211 myDrawer->LineAspect()->SetTypeOfLine (theType);
212}
213
214//=======================================================================
215//function : LineType
216//purpose :
217//=======================================================================
218Aspect_TypeOfLine AIS_RubberBand::LineType() const
219{
b6472664 220 return myDrawer->LineAspect()->Aspect()->Type();
b12e1c7b 221}
222
223//=======================================================================
224//function : SetFillTransparency
225//purpose :
226//=======================================================================
227void AIS_RubberBand::SetFillTransparency (const Standard_Real theValue) const
228{
229 myDrawer->ShadingAspect()->SetTransparency (theValue);
230}
231
232//=======================================================================
233//function : SetFillTransparency
234//purpose :
235//=======================================================================
236Standard_Real AIS_RubberBand::FillTransparency() const
237{
238 return myDrawer->ShadingAspect()->Transparency();
239}
240
241//=======================================================================
242//function : SetFilling
243//purpose :
244//=======================================================================
245void AIS_RubberBand::SetFilling (const Standard_Boolean theIsFilling)
246{
247 myDrawer->ShadingAspect()->Aspect()->SetInteriorStyle (theIsFilling ? Aspect_IS_SOLID : Aspect_IS_EMPTY);
248}
249
250//=======================================================================
251//function : SetFilling
252//purpose :
253//=======================================================================
254void AIS_RubberBand::SetFilling (const Quantity_Color theColor, const Standard_Real theTransparency)
255{
256 SetFilling (Standard_True);
257 SetFillTransparency (theTransparency);
258 SetFillColor (theColor);
259}
260
261//=======================================================================
262//function : IsFilling
263//purpose :
264//=======================================================================
265Standard_Boolean AIS_RubberBand::IsFilling() const
266{
b6472664 267 Aspect_InteriorStyle aStyle = myDrawer->ShadingAspect()->Aspect()->InteriorStyle();
b12e1c7b 268 return aStyle != Aspect_IS_EMPTY;
269}
270
53d696bf 271//=======================================================================
272//function : IsPolygonClosed
273//purpose :
274//=======================================================================
275Standard_Boolean AIS_RubberBand::IsPolygonClosed() const
276{
277 return myIsPolygonClosed;
278}
279
280//=======================================================================
281//function : SetPolygonClosed
282//purpose :
283//=======================================================================
284void AIS_RubberBand::SetPolygonClosed(Standard_Boolean theIsPolygonClosed)
285{
286 myIsPolygonClosed = theIsPolygonClosed;
287}
288
b12e1c7b 289//=======================================================================
290//function : fillTriangles
291//purpose :
292//=======================================================================
293Standard_Boolean AIS_RubberBand::fillTriangles()
294{
295 Handle(NCollection_IncAllocator) anAllocator = new NCollection_IncAllocator (MEMORY_BLOCK_SIZE);
296 Handle(BRepMesh_DataStructureOfDelaun) aMeshStructure = new BRepMesh_DataStructureOfDelaun(anAllocator);
297 Standard_Integer aPtsLower = myPoints.Lower();
298 Standard_Integer aPtsUpper = myPoints.Upper();
299 BRepMesh::Array1OfInteger anIndexes (0, myPoints.Length() - 1);
300 for (Standard_Integer aPtIdx = aPtsLower; aPtIdx <= aPtsUpper; ++aPtIdx)
301 {
302 gp_XY aP ((Standard_Real)myPoints.Value (aPtIdx).x(),
303 (Standard_Real)myPoints.Value (aPtIdx).y());
304 BRepMesh_Vertex aVertex (aP, aPtIdx, BRepMesh_Frontier);
305 anIndexes.ChangeValue (aPtIdx - aPtsLower) = aMeshStructure->AddNode (aVertex);
306 }
307
308 Standard_Real aPtSum = 0;
309 for (Standard_Integer aIdx = aPtsLower; aIdx <= aPtsUpper; ++aIdx)
310 {
311 Standard_Integer aNextIdx = (aIdx % myPoints.Length()) + 1;
312 aPtSum += (Standard_Real)(myPoints.Value (aNextIdx).x() - myPoints.Value (aIdx).x())
313 * (Standard_Real)(myPoints.Value (aNextIdx).y() + myPoints.Value (aIdx).y());
314 }
315 Standard_Boolean isClockwiseOrdered = aPtSum < 0;
316
317 for (Standard_Integer aIdx = 0; aIdx < anIndexes.Length(); ++aIdx)
318 {
319 Standard_Integer aPtIdx = isClockwiseOrdered ? aIdx : (aIdx + 1) % anIndexes.Length();
320 Standard_Integer aNextPtIdx = isClockwiseOrdered ? (aIdx + 1) % anIndexes.Length() : aIdx;
321 BRepMesh_Edge anEdge (anIndexes.Value (aPtIdx),
322 anIndexes.Value (aNextPtIdx),
323 BRepMesh_Frontier);
324 aMeshStructure->AddLink (anEdge);
325 }
326
327 BRepMesh_Delaun aTriangulation (aMeshStructure, anIndexes);
328 const BRepMesh::MapOfInteger& aTriangles = aMeshStructure->ElementsOfDomain();
329 if (aTriangles.Extent() < 1)
330 return Standard_False;
331
332
333 Standard_Boolean toFill = Standard_False;
9d1bf7ae 334 if (myTriangles.IsNull() || myTriangles->VertexNumber() != aTriangles.Extent() * 3)
b12e1c7b 335 {
336 toFill = Standard_True;
69adb9ce 337 myTriangles = new Graphic3d_ArrayOfTriangles (aTriangles.Extent() * 3, 0, Standard_True);
b12e1c7b 338 }
339
340 Standard_Integer aVertexIndex = 1;
341 BRepMesh::MapOfInteger::Iterator aTriangleIt (aTriangles);
342 for (; aTriangleIt.More(); aTriangleIt.Next())
343 {
344 const Standard_Integer aTriangleId = aTriangleIt.Key();
345 const BRepMesh_Triangle& aCurrentTriangle = aMeshStructure->GetElement (aTriangleId);
346
347 if (aCurrentTriangle.Movability() == BRepMesh_Deleted)
348 continue;
349
350 Standard_Integer aTriangleVerts[3];
351 aMeshStructure->ElementNodes (aCurrentTriangle, aTriangleVerts);
352
353 gp_Pnt2d aPts[3];
354 for (Standard_Integer aVertIdx = 0; aVertIdx < 3; ++aVertIdx)
355 {
356 const BRepMesh_Vertex& aVertex = aMeshStructure->GetNode (aTriangleVerts[aVertIdx]);
357 aPts[aVertIdx] = aVertex.Coord();
358 }
359
360 if (toFill)
361 {
69adb9ce 362 gp_Dir aNorm = gp::DZ();
b12e1c7b 363 for (Standard_Integer anIt = 0; anIt < 3; ++anIt)
364 {
69adb9ce 365 myTriangles->AddVertex (aPts[anIt].X(), aPts[anIt].Y(), 0.0,
366 aNorm.X(), aNorm.Y(), aNorm.Z());
b12e1c7b 367 }
368 }
369 else
370 {
371 for (Standard_Integer anIt = 0; anIt < 3; ++anIt)
372 {
373 myTriangles->SetVertice (aVertexIndex++, (Standard_ShortReal)aPts[anIt].X(), (Standard_ShortReal)aPts[anIt].Y(), 0.0f);
374 }
375 }
376 }
377
378 aMeshStructure.Nullify();
379 anAllocator.Nullify();
380
381 return Standard_True;
382}
383
384//=======================================================================
385//function : Compute
386//purpose :
387//=======================================================================
388void AIS_RubberBand::Compute (const Handle(PrsMgr_PresentationManager3d)& /*thePresentationManager*/,
389 const Handle(Prs3d_Presentation)& thePresentation,
390 const Standard_Integer /*theMode*/)
391{
392 Handle (Graphic3d_Group) aGroup = Prs3d_Root::CurrentGroup (thePresentation);
393
394 // Draw filling
395 if (IsFilling() && fillTriangles())
396 {
397 aGroup->SetGroupPrimitivesAspect (myDrawer->ShadingAspect()->Aspect());
398 aGroup->AddPrimitiveArray (myTriangles);
399 }
400
401 // Draw frame
53d696bf 402 if (myBorders.IsNull() || myBorders->VertexNumber() != myPoints.Length() + (myIsPolygonClosed ? 1 : 0))
b12e1c7b 403 {
53d696bf 404 myBorders = new Graphic3d_ArrayOfPolylines(myPoints.Length() + (myIsPolygonClosed ? 1 : 0));
b12e1c7b 405 for (Standard_Integer anIt = 1; anIt <= myPoints.Length(); anIt++)
406 {
407 myBorders->AddVertex ((Standard_Real)myPoints.Value (anIt).x(),
408 (Standard_Real)myPoints.Value (anIt).y(), 0.0);
409 }
410
53d696bf 411 if (myIsPolygonClosed)
412 {
413 myBorders->AddVertex((Standard_Real)myPoints.Value(1).x(),
414 (Standard_Real)myPoints.Value(1).y(), 0.0);
415 }
b12e1c7b 416
417 }
418 else
419 {
420 for (Standard_Integer anIt = 1; anIt <= myPoints.Length(); anIt++)
421 {
422 myBorders->SetVertice (anIt, (Standard_ShortReal)myPoints.Value (anIt).x(),
423 (Standard_ShortReal)myPoints.Value (anIt).y(), 0.0f);
424 }
425
53d696bf 426 if (myIsPolygonClosed)
427 {
428 myBorders->SetVertice(myPoints.Length() + 1, (Standard_ShortReal)myPoints.Value(1).x(),
b12e1c7b 429 (Standard_ShortReal)myPoints.Value(1).y(), 0.0f);
53d696bf 430 }
b12e1c7b 431 }
432
433 aGroup->SetGroupPrimitivesAspect (myDrawer->LineAspect()->Aspect());
434 aGroup->AddPrimitiveArray (myBorders);
435}