0031687: Draw Harness, ViewerTest - extend command vrenderparams with option updating...
[occt.git] / src / AIS / AIS_Triangulation.cxx
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973c2be1 1// Copyright (c) 1999-2014 OPEN CASCADE SAS
b311480e 2//
973c2be1 3// This file is part of Open CASCADE Technology software library.
b311480e 4//
d5f74e42 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
973c2be1 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.
b311480e 10//
973c2be1 11// Alternatively, this file may be used under the terms of Open CASCADE
12// commercial license or contractual agreement.
b311480e 13
dcc17419 14#include <AIS_DisplayMode.hxx>
7fd59977 15#include <AIS_Triangulation.hxx>
16#include <AIS_InteractiveObject.hxx>
ec357c5c 17#include <Standard_Type.hxx>
7fd59977 18#include <Poly_Array1OfTriangle.hxx>
19#include <Poly_Triangulation.hxx>
6262338c 20#include <Prs3d_Drawer.hxx>
7fd59977 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>
7fd59977 30
31
92efcf78 32IMPLEMENT_STANDARD_RTTIEXT(AIS_Triangulation,AIS_InteractiveObject)
33
7fd59977 34AIS_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
42//=======================================================================
dcc17419 43//function : SetTransparency
44//purpose :
45//=======================================================================
46void 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);
f838dac4 59 myDrawer->SetTransparency ((Standard_ShortReal )theValue);
dcc17419 60
61 updatePresentation();
62}
63
64//=======================================================================
65//function : UnsetTransparency
66//purpose :
67//=======================================================================
68void AIS_Triangulation::UnsetTransparency()
69{
f838dac4 70 myDrawer->SetTransparency (0.0f);
dcc17419 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//=======================================================================
87void 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();
7dd7c146 98 for (PrsMgr_Presentations::Iterator aPrsIter (aPrsList); aPrsIter.More(); aPrsIter.Next())
dcc17419 99 {
7dd7c146 100 if (aPrsIter.Value()->Mode() != AIS_WireFrame)
dcc17419 101 {
102 continue;
103 }
104
7dd7c146 105 const Handle(Prs3d_Presentation)& aPrs = aPrsIter.Value();
dcc17419 106 for (Graphic3d_SequenceOfGroup::Iterator aGroupIt (aPrs->Groups()); aGroupIt.More(); aGroupIt.Next())
107 {
108 const Handle(Graphic3d_Group)& aGroup = aGroupIt.Value();
bf5f0ca2 109 aGroup->SetGroupPrimitivesAspect (anAreaAsp);
dcc17419 110 }
dcc17419 111 }
dcc17419 112 }
113}
114
115//=======================================================================
7fd59977 116//function : Compute
117//purpose :
118//=======================================================================
35e08fe8 119void AIS_Triangulation::Compute(const Handle(PrsMgr_PresentationManager3d)& /*aPresentationManager*/,
7fd59977 120 const Handle(Prs3d_Presentation)& aPresentation,
121 const Standard_Integer aMode)
122{
7379f442 123 switch (aMode)
7fd59977 124 {
125 case 0:
126 const TColgp_Array1OfPnt& nodes = myTriangulation->Nodes(); //Nodes
127 const Poly_Array1OfTriangle& triangles = myTriangulation->Triangles(); //Triangle
7fd59977 128
16e65a03 129 Standard_Boolean hasVNormals = myTriangulation->HasNormals();
dcc17419 130 Standard_Boolean hasVColors = HasVertexColors();
7fd59977 131
871fa103 132 Handle(Graphic3d_ArrayOfTriangles) anArray = new Graphic3d_ArrayOfTriangles (myNbNodes, myNbTriangles * 3,
133 hasVNormals, hasVColors, Standard_False);
7fd59977 134 Handle(Graphic3d_Group) TheGroup = Prs3d_Root::CurrentGroup(aPresentation);
135 Handle(Graphic3d_AspectFillArea3d) aspect = myDrawer->ShadingAspect()->Aspect();
136
137 Standard_Integer i;
138 Standard_Integer j;
139
61168418 140 const Standard_Real ambient = 0.2;
16e65a03 141 if (hasVNormals)
142 {
143 const TShort_Array1OfShortReal& normals = myTriangulation->Normals();
144 if (hasVColors)
145 {
146 const TColStd_Array1OfInteger& colors = myColor->Array1();
147 for ( i = nodes.Lower(); i <= nodes.Upper(); i++ )
148 {
149 j = (i - nodes.Lower()) * 3;
dcc17419 150 anArray->AddVertex(nodes(i), attenuateColor(colors(i), ambient));
16e65a03 151 anArray->SetVertexNormal(i, normals(j+1), normals(j+2), normals(j+3));
152 }
153 }
154 else // !hasVColors
155 {
156 for ( i = nodes.Lower(); i <= nodes.Upper(); i++ )
157 {
158 j = (i - nodes.Lower()) * 3;
159 anArray->AddVertex(nodes(i));
160 anArray->SetVertexNormal(i, normals(j+1), normals(j+2), normals(j+3));
161 }
162 }
163 }
164 else // !hasVNormals
165 {
166 if (hasVColors)
167 {
168 const TColStd_Array1OfInteger& colors = myColor->Array1();
169 for ( i = nodes.Lower(); i <= nodes.Upper(); i++ )
170 {
dcc17419 171 anArray->AddVertex(nodes(i), attenuateColor(colors(i), ambient));
16e65a03 172 }
173 }
174 else // !hasVColors
175 {
176 for ( i = nodes.Lower(); i <= nodes.Upper(); i++ )
177 {
178 anArray->AddVertex(nodes(i));
179 }
180 }
7fd59977 181 }
182
183 Standard_Integer indexTriangle[3] = {0,0,0};
184 for ( i = triangles.Lower(); i<= triangles.Upper(); i++ ) {
185 triangles(i).Get(indexTriangle[0], indexTriangle[1], indexTriangle[2]);
b8ddfc2f 186 anArray->AddEdge(indexTriangle[0]);
187 anArray->AddEdge(indexTriangle[1]);
188 anArray->AddEdge(indexTriangle[2]);
7fd59977 189 }
190 TheGroup->SetPrimitivesAspect(aspect);
b8ddfc2f 191 TheGroup->AddPrimitiveArray(anArray);
7fd59977 192 break;
193 }
194}
195
196//=======================================================================
197//function : ComputeSelection
7379f442 198//purpose :
7fd59977 199//=======================================================================
35e08fe8 200void AIS_Triangulation::ComputeSelection(const Handle(SelectMgr_Selection)& /*aSelection*/,
7fd59977 201 const Standard_Integer /*aMode*/)
202{
203
204}
205
206//=======================================================================
207//function : SetColor
208//purpose : Set the color for each node.
209// Each 32-bit color is Alpha << 24 + Blue << 16 + Green << 8 + Red
210// Order of color components is essential for further usage by OpenGL
211//=======================================================================
212void AIS_Triangulation::SetColors(const Handle(TColStd_HArray1OfInteger)& aColor)
213{
214 myFlagColor = 1;
215 myColor = aColor;
216}
217
218//=======================================================================
219//function : GetColor
220//purpose : Get the color for each node.
221// Each 32-bit color is Alpha << 24 + Blue << 16 + Green << 8 + Red
222// Order of color components is essential for further usage by OpenGL
223//=======================================================================
224
225Handle(TColStd_HArray1OfInteger) AIS_Triangulation::GetColors() const
226{
227 return myColor;
228}
229
230
231//=======================================================================
232//function : SetTriangulation
7379f442 233//purpose :
7fd59977 234//=======================================================================
235void AIS_Triangulation::SetTriangulation(const Handle(Poly_Triangulation)& aTriangulation)
236{
237 myTriangulation = aTriangulation;
238}
239
240//=======================================================================
241//function : GetTriangulation
7379f442 242//purpose :
7fd59977 243//=======================================================================
244Handle(Poly_Triangulation) AIS_Triangulation::GetTriangulation() const{
245 return myTriangulation;
246}
247
248//=======================================================================
249//function : AttenuateColor
7379f442 250//purpose :
7fd59977 251//=======================================================================
dcc17419 252Graphic3d_Vec4ub AIS_Triangulation::attenuateColor (const Standard_Integer theColor,
253 const Standard_Real theComposition)
7fd59977 254{
7379f442 255 const Standard_Byte* anRgbx = reinterpret_cast<const Standard_Byte*> (&theColor);
7fd59977 256
dcc17419 257 // If IsTranparent() is false alpha value will be ignored anyway.
258 Standard_Byte anAlpha = IsTransparent() ? static_cast<Standard_Byte> (255.0 - myDrawer->ShadingAspect()->Aspect()->FrontMaterial().Transparency() * 255.0)
259 : 255;
7fd59977 260
7379f442 261 return Graphic3d_Vec4ub ((Standard_Byte)(theComposition * anRgbx[0]),
262 (Standard_Byte)(theComposition * anRgbx[1]),
263 (Standard_Byte)(theComposition * anRgbx[2]),
dcc17419 264 anAlpha);
7fd59977 265}