0024624: Lost word in license statement in source files
[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
7fd59977 14#include <AIS_Drawer.hxx>
15#include <AIS_Triangulation.hxx>
16#include <AIS_InteractiveObject.hxx>
17#include <Standard_DefineHandle.hxx>
18#include <Poly_Array1OfTriangle.hxx>
19#include <Poly_Triangulation.hxx>
20#include <Prs3d_Root.hxx>
21#include <Prs3d_ShadingAspect.hxx>
22#include <TShort_Array1OfShortReal.hxx>
23#include <TColgp_Array1OfPnt.hxx>
24#include <TColStd_HArray1OfInteger.hxx>
25#include <TShort_HArray1OfShortReal.hxx>
26#include <Graphic3d_Group.hxx>
27#include <Graphic3d_AspectFillArea3d.hxx>
28#include <Graphic3d_ArrayOfTriangles.hxx>
7fd59977 29
30
31IMPLEMENT_STANDARD_HANDLE(AIS_Triangulation, AIS_InteractiveObject)
32IMPLEMENT_STANDARD_RTTIEXT(AIS_Triangulation, AIS_InteractiveObject)
33
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//=======================================================================
43//function : Compute
44//purpose :
45//=======================================================================
35e08fe8 46void AIS_Triangulation::Compute(const Handle(PrsMgr_PresentationManager3d)& /*aPresentationManager*/,
7fd59977 47 const Handle(Prs3d_Presentation)& aPresentation,
48 const Standard_Integer aMode)
49{
50 switch (aMode)
51 {
52 case 0:
53 const TColgp_Array1OfPnt& nodes = myTriangulation->Nodes(); //Nodes
54 const Poly_Array1OfTriangle& triangles = myTriangulation->Triangles(); //Triangle
7fd59977 55
16e65a03 56 Standard_Boolean hasVNormals = myTriangulation->HasNormals();
57 Standard_Boolean hasVColors = (myFlagColor == 1);
7fd59977 58
b8ddfc2f 59 Handle(Graphic3d_ArrayOfTriangles) anArray =
7fd59977 60 new Graphic3d_ArrayOfTriangles ( myNbNodes, //maxVertexs
61 myNbTriangles * 3,//maxEdges
62 hasVNormals, //hasVNormals
63 hasVColors, //hasVColors
64 Standard_False, //hasTexels
65 Standard_True //hasEdgeInfos
66 );
67 Handle(Graphic3d_Group) TheGroup = Prs3d_Root::CurrentGroup(aPresentation);
68 Handle(Graphic3d_AspectFillArea3d) aspect = myDrawer->ShadingAspect()->Aspect();
69
70 Standard_Integer i;
71 Standard_Integer j;
72
73 Standard_Real ambient = aspect->FrontMaterial().Ambient();
16e65a03 74 if (hasVNormals)
75 {
76 const TShort_Array1OfShortReal& normals = myTriangulation->Normals();
77 if (hasVColors)
78 {
79 const TColStd_Array1OfInteger& colors = myColor->Array1();
80 for ( i = nodes.Lower(); i <= nodes.Upper(); i++ )
81 {
82 j = (i - nodes.Lower()) * 3;
83 anArray->AddVertex(nodes(i), AttenuateColor(colors(i), ambient));
84 anArray->SetVertexNormal(i, normals(j+1), normals(j+2), normals(j+3));
85 }
86 }
87 else // !hasVColors
88 {
89 for ( i = nodes.Lower(); i <= nodes.Upper(); i++ )
90 {
91 j = (i - nodes.Lower()) * 3;
92 anArray->AddVertex(nodes(i));
93 anArray->SetVertexNormal(i, normals(j+1), normals(j+2), normals(j+3));
94 }
95 }
96 }
97 else // !hasVNormals
98 {
99 if (hasVColors)
100 {
101 const TColStd_Array1OfInteger& colors = myColor->Array1();
102 for ( i = nodes.Lower(); i <= nodes.Upper(); i++ )
103 {
104 anArray->AddVertex(nodes(i), AttenuateColor(colors(i), ambient));
105 }
106 }
107 else // !hasVColors
108 {
109 for ( i = nodes.Lower(); i <= nodes.Upper(); i++ )
110 {
111 anArray->AddVertex(nodes(i));
112 }
113 }
7fd59977 114 }
115
116 Standard_Integer indexTriangle[3] = {0,0,0};
117 for ( i = triangles.Lower(); i<= triangles.Upper(); i++ ) {
118 triangles(i).Get(indexTriangle[0], indexTriangle[1], indexTriangle[2]);
b8ddfc2f 119 anArray->AddEdge(indexTriangle[0]);
120 anArray->AddEdge(indexTriangle[1]);
121 anArray->AddEdge(indexTriangle[2]);
7fd59977 122 }
123 TheGroup->SetPrimitivesAspect(aspect);
b8ddfc2f 124 TheGroup->AddPrimitiveArray(anArray);
7fd59977 125 break;
126 }
127}
128
129//=======================================================================
130//function : ComputeSelection
131//purpose :
132//=======================================================================
35e08fe8 133void AIS_Triangulation::ComputeSelection(const Handle(SelectMgr_Selection)& /*aSelection*/,
7fd59977 134 const Standard_Integer /*aMode*/)
135{
136
137}
138
139//=======================================================================
140//function : SetColor
141//purpose : Set the color for each node.
142// Each 32-bit color is Alpha << 24 + Blue << 16 + Green << 8 + Red
143// Order of color components is essential for further usage by OpenGL
144//=======================================================================
145void AIS_Triangulation::SetColors(const Handle(TColStd_HArray1OfInteger)& aColor)
146{
147 myFlagColor = 1;
148 myColor = aColor;
149}
150
151//=======================================================================
152//function : GetColor
153//purpose : Get the color for each node.
154// Each 32-bit color is Alpha << 24 + Blue << 16 + Green << 8 + Red
155// Order of color components is essential for further usage by OpenGL
156//=======================================================================
157
158Handle(TColStd_HArray1OfInteger) AIS_Triangulation::GetColors() const
159{
160 return myColor;
161}
162
163
164//=======================================================================
165//function : SetTriangulation
166//purpose :
167//=======================================================================
168void AIS_Triangulation::SetTriangulation(const Handle(Poly_Triangulation)& aTriangulation)
169{
170 myTriangulation = aTriangulation;
171}
172
173//=======================================================================
174//function : GetTriangulation
175//purpose :
176//=======================================================================
177Handle(Poly_Triangulation) AIS_Triangulation::GetTriangulation() const{
178 return myTriangulation;
179}
180
181//=======================================================================
182//function : AttenuateColor
183//purpose : Attenuates 32-bit color by a given attenuation factor (0...1):
184// aColor = Alpha << 24 + Blue << 16 + Green << 8 + Red
185// All color components are multiplied by aComponent, the result is then packed again as 32-bit integer.
186// Color attenuation is applied to the vertex colors in order to have correct visual result
187// after glColorMaterial(GL_AMBIENT_AND_DIFFUSE). Without it, colors look unnatural and flat.
188//=======================================================================
189
190Standard_Integer AIS_Triangulation::AttenuateColor( const Standard_Integer aColor,
191 const Standard_Real aComposition)
192{
193 Standard_Integer red,
194 green,
195 blue,
196 alpha;
197
198 alpha = aColor&0xff000000;
199 alpha >>= 24;
200
201 blue = aColor&0x00ff0000;
202 blue >>= 16;
203
204 green = aColor&0x0000ff00;
205 green >>= 8;
206
207 red = aColor&0x000000ff;
208 red >>= 0;
209
210 red = (Standard_Integer)(aComposition * red);
211 green = (Standard_Integer)(aComposition * green);
212 blue = (Standard_Integer)(aComposition * blue);
213
214 Standard_Integer color;
215 color = red;
216 color += green << 8;
217 color += blue << 16;
218 color += alpha << 24;
219 return color;
220}
221