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1 | // Copyright (c) 1999-2014 OPEN CASCADE SAS |
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2 | // |
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3 | // This file is part of Open CASCADE Technology software library. |
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4 | // |
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5 | // This library is free software; you can redistribute it and/or modify it under |
6 | // the terms of the GNU Lesser General Public License version 2.1 as published |
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7 | // by the Free Software Foundation, with special exception defined in the file |
8 | // OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT |
9 | // distribution for complete text of the license and disclaimer of any warranty. |
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10 | // |
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11 | // Alternatively, this file may be used under the terms of Open CASCADE |
12 | // commercial license or contractual agreement. |
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13 | |
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14 | #include <AIS_DisplayMode.hxx> |
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15 | #include <AIS_Triangulation.hxx> |
16 | #include <AIS_InteractiveObject.hxx> |
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17 | #include <Standard_Type.hxx> |
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18 | #include <Poly_Array1OfTriangle.hxx> |
19 | #include <Poly_Triangulation.hxx> |
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20 | #include <Prs3d_Drawer.hxx> |
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21 | #include <Prs3d_Root.hxx> |
22 | #include <Prs3d_ShadingAspect.hxx> |
23 | #include <TShort_Array1OfShortReal.hxx> |
24 | #include <TColgp_Array1OfPnt.hxx> |
25 | #include <TColStd_HArray1OfInteger.hxx> |
26 | #include <TShort_HArray1OfShortReal.hxx> |
27 | #include <Graphic3d_Group.hxx> |
28 | #include <Graphic3d_AspectFillArea3d.hxx> |
29 | #include <Graphic3d_ArrayOfTriangles.hxx> |
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30 | |
31 | |
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32 | IMPLEMENT_STANDARD_RTTIEXT(AIS_Triangulation,AIS_InteractiveObject) |
33 | |
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34 | AIS_Triangulation::AIS_Triangulation(const Handle(Poly_Triangulation)& Triangulation) |
35 | { |
36 | myTriangulation = Triangulation; |
37 | myNbNodes = Triangulation->NbNodes(); |
38 | myNbTriangles = Triangulation->NbTriangles(); |
39 | myFlagColor = 0; |
40 | } |
41 | |
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42 | //======================================================================= |
43 | //function : SetTransparency |
44 | //purpose : |
45 | //======================================================================= |
46 | void AIS_Triangulation::SetTransparency (const Standard_Real theValue) |
47 | { |
48 | if (!myDrawer->HasOwnShadingAspect()) |
49 | { |
50 | myDrawer->SetShadingAspect (new Prs3d_ShadingAspect()); |
51 | if (myDrawer->HasLink()) |
52 | { |
53 | *myDrawer->ShadingAspect()->Aspect() = *myDrawer->Link()->ShadingAspect()->Aspect(); |
54 | } |
55 | } |
56 | |
57 | // override transparency |
58 | myDrawer->ShadingAspect()->SetTransparency (theValue, myCurrentFacingModel); |
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59 | myDrawer->SetTransparency ((Standard_ShortReal )theValue); |
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60 | |
61 | updatePresentation(); |
62 | } |
63 | |
64 | //======================================================================= |
65 | //function : UnsetTransparency |
66 | //purpose : |
67 | //======================================================================= |
68 | void AIS_Triangulation::UnsetTransparency() |
69 | { |
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70 | myDrawer->SetTransparency (0.0f); |
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71 | if (!myDrawer->HasOwnShadingAspect()) |
72 | { |
73 | return; |
74 | } |
75 | else if (HasColor() || HasMaterial()) |
76 | { |
77 | myDrawer->ShadingAspect()->SetTransparency (0.0, myCurrentFacingModel); |
78 | } |
79 | |
80 | updatePresentation(); |
81 | } |
82 | |
83 | //======================================================================= |
84 | //function : updatePresentation |
85 | //purpose : |
86 | //======================================================================= |
87 | void AIS_Triangulation::updatePresentation() |
88 | { |
89 | if (HasVertexColors()) |
90 | { |
91 | SetToUpdate (AIS_WireFrame); |
92 | } |
93 | else |
94 | { |
95 | // modify shading presentation without re-computation |
96 | const PrsMgr_Presentations& aPrsList = Presentations(); |
97 | Handle(Graphic3d_AspectFillArea3d) anAreaAsp = myDrawer->ShadingAspect()->Aspect(); |
98 | for (Standard_Integer aPrsIt = 1; aPrsIt <= aPrsList.Length(); ++aPrsIt) |
99 | { |
100 | const PrsMgr_ModedPresentation& aPrsModed = aPrsList.Value (aPrsIt); |
101 | if (aPrsModed.Mode() != AIS_WireFrame) |
102 | { |
103 | continue; |
104 | } |
105 | |
106 | const Handle(Prs3d_Presentation)& aPrs = aPrsModed.Presentation()->Presentation(); |
107 | |
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108 | for (Graphic3d_SequenceOfGroup::Iterator aGroupIt (aPrs->Groups()); aGroupIt.More(); aGroupIt.Next()) |
109 | { |
110 | const Handle(Graphic3d_Group)& aGroup = aGroupIt.Value(); |
111 | if (aGroup->IsGroupPrimitivesAspectSet (Graphic3d_ASPECT_FILL_AREA)) |
112 | { |
113 | aGroup->SetGroupPrimitivesAspect (anAreaAsp); |
114 | } |
115 | } |
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116 | } |
117 | |
118 | myRecomputeEveryPrs = Standard_False; // no mode to recalculate - only viewer update |
119 | myToRecomputeModes.Clear(); |
120 | } |
121 | } |
122 | |
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123 | //======================================================================= |
124 | //function : Compute |
125 | //purpose : |
126 | //======================================================================= |
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127 | void AIS_Triangulation::Compute(const Handle(PrsMgr_PresentationManager3d)& /*aPresentationManager*/, |
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128 | const Handle(Prs3d_Presentation)& aPresentation, |
129 | const Standard_Integer aMode) |
130 | { |
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131 | switch (aMode) |
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132 | { |
133 | case 0: |
134 | const TColgp_Array1OfPnt& nodes = myTriangulation->Nodes(); //Nodes |
135 | const Poly_Array1OfTriangle& triangles = myTriangulation->Triangles(); //Triangle |
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136 | |
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137 | Standard_Boolean hasVNormals = myTriangulation->HasNormals(); |
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138 | Standard_Boolean hasVColors = HasVertexColors(); |
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139 | |
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140 | Handle(Graphic3d_ArrayOfTriangles) anArray = new Graphic3d_ArrayOfTriangles (myNbNodes, myNbTriangles * 3, |
141 | hasVNormals, hasVColors, Standard_False); |
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142 | Handle(Graphic3d_Group) TheGroup = Prs3d_Root::CurrentGroup(aPresentation); |
143 | Handle(Graphic3d_AspectFillArea3d) aspect = myDrawer->ShadingAspect()->Aspect(); |
144 | |
145 | Standard_Integer i; |
146 | Standard_Integer j; |
147 | |
148 | Standard_Real ambient = aspect->FrontMaterial().Ambient(); |
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149 | if (hasVNormals) |
150 | { |
151 | const TShort_Array1OfShortReal& normals = myTriangulation->Normals(); |
152 | if (hasVColors) |
153 | { |
154 | const TColStd_Array1OfInteger& colors = myColor->Array1(); |
155 | for ( i = nodes.Lower(); i <= nodes.Upper(); i++ ) |
156 | { |
157 | j = (i - nodes.Lower()) * 3; |
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158 | anArray->AddVertex(nodes(i), attenuateColor(colors(i), ambient)); |
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159 | anArray->SetVertexNormal(i, normals(j+1), normals(j+2), normals(j+3)); |
160 | } |
161 | } |
162 | else // !hasVColors |
163 | { |
164 | for ( i = nodes.Lower(); i <= nodes.Upper(); i++ ) |
165 | { |
166 | j = (i - nodes.Lower()) * 3; |
167 | anArray->AddVertex(nodes(i)); |
168 | anArray->SetVertexNormal(i, normals(j+1), normals(j+2), normals(j+3)); |
169 | } |
170 | } |
171 | } |
172 | else // !hasVNormals |
173 | { |
174 | if (hasVColors) |
175 | { |
176 | const TColStd_Array1OfInteger& colors = myColor->Array1(); |
177 | for ( i = nodes.Lower(); i <= nodes.Upper(); i++ ) |
178 | { |
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179 | anArray->AddVertex(nodes(i), attenuateColor(colors(i), ambient)); |
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180 | } |
181 | } |
182 | else // !hasVColors |
183 | { |
184 | for ( i = nodes.Lower(); i <= nodes.Upper(); i++ ) |
185 | { |
186 | anArray->AddVertex(nodes(i)); |
187 | } |
188 | } |
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189 | } |
190 | |
191 | Standard_Integer indexTriangle[3] = {0,0,0}; |
192 | for ( i = triangles.Lower(); i<= triangles.Upper(); i++ ) { |
193 | triangles(i).Get(indexTriangle[0], indexTriangle[1], indexTriangle[2]); |
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194 | anArray->AddEdge(indexTriangle[0]); |
195 | anArray->AddEdge(indexTriangle[1]); |
196 | anArray->AddEdge(indexTriangle[2]); |
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197 | } |
198 | TheGroup->SetPrimitivesAspect(aspect); |
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199 | TheGroup->AddPrimitiveArray(anArray); |
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200 | break; |
201 | } |
202 | } |
203 | |
204 | //======================================================================= |
205 | //function : ComputeSelection |
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206 | //purpose : |
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207 | //======================================================================= |
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208 | void AIS_Triangulation::ComputeSelection(const Handle(SelectMgr_Selection)& /*aSelection*/, |
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209 | const Standard_Integer /*aMode*/) |
210 | { |
211 | |
212 | } |
213 | |
214 | //======================================================================= |
215 | //function : SetColor |
216 | //purpose : Set the color for each node. |
217 | // Each 32-bit color is Alpha << 24 + Blue << 16 + Green << 8 + Red |
218 | // Order of color components is essential for further usage by OpenGL |
219 | //======================================================================= |
220 | void AIS_Triangulation::SetColors(const Handle(TColStd_HArray1OfInteger)& aColor) |
221 | { |
222 | myFlagColor = 1; |
223 | myColor = aColor; |
224 | } |
225 | |
226 | //======================================================================= |
227 | //function : GetColor |
228 | //purpose : Get the color for each node. |
229 | // Each 32-bit color is Alpha << 24 + Blue << 16 + Green << 8 + Red |
230 | // Order of color components is essential for further usage by OpenGL |
231 | //======================================================================= |
232 | |
233 | Handle(TColStd_HArray1OfInteger) AIS_Triangulation::GetColors() const |
234 | { |
235 | return myColor; |
236 | } |
237 | |
238 | |
239 | //======================================================================= |
240 | //function : SetTriangulation |
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241 | //purpose : |
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242 | //======================================================================= |
243 | void AIS_Triangulation::SetTriangulation(const Handle(Poly_Triangulation)& aTriangulation) |
244 | { |
245 | myTriangulation = aTriangulation; |
246 | } |
247 | |
248 | //======================================================================= |
249 | //function : GetTriangulation |
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250 | //purpose : |
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251 | //======================================================================= |
252 | Handle(Poly_Triangulation) AIS_Triangulation::GetTriangulation() const{ |
253 | return myTriangulation; |
254 | } |
255 | |
256 | //======================================================================= |
257 | //function : AttenuateColor |
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258 | //purpose : |
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259 | //======================================================================= |
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260 | Graphic3d_Vec4ub AIS_Triangulation::attenuateColor (const Standard_Integer theColor, |
261 | const Standard_Real theComposition) |
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262 | { |
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263 | const Standard_Byte* anRgbx = reinterpret_cast<const Standard_Byte*> (&theColor); |
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264 | |
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265 | // If IsTranparent() is false alpha value will be ignored anyway. |
266 | Standard_Byte anAlpha = IsTransparent() ? static_cast<Standard_Byte> (255.0 - myDrawer->ShadingAspect()->Aspect()->FrontMaterial().Transparency() * 255.0) |
267 | : 255; |
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268 | |
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269 | return Graphic3d_Vec4ub ((Standard_Byte)(theComposition * anRgbx[0]), |
270 | (Standard_Byte)(theComposition * anRgbx[1]), |
271 | (Standard_Byte)(theComposition * anRgbx[2]), |
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272 | anAlpha); |
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273 | } |