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1 | // Created on: 2009-12-10 |
2 | // Created by: Paul SUPRYATKIN |
3 | // Copyright (c) 2009-2014 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 | #ifndef _AIS_Triangulation_HeaderFile |
17 | #define _AIS_Triangulation_HeaderFile |
18 | |
19 | #include <Standard.hxx> |
20 | #include <Standard_Type.hxx> |
21 | |
22 | #include <TColStd_HArray1OfInteger.hxx> |
23 | #include <Standard_Integer.hxx> |
24 | #include <AIS_InteractiveObject.hxx> |
25 | #include <PrsMgr_PresentationManager3d.hxx> |
26 | #include <SelectMgr_Selection.hxx> |
27 | #include <Standard_Real.hxx> |
28 | class Poly_Triangulation; |
29 | class Prs3d_Presentation; |
30 | |
31 | |
32 | class AIS_Triangulation; |
33 | DEFINE_STANDARD_HANDLE(AIS_Triangulation, AIS_InteractiveObject) |
34 | |
35 | //! Interactive object that draws data from Poly_Triangulation, optionally with colors associated |
36 | //! with each triangulation vertex. For maximum efficiency colors are represented as 32-bit integers |
37 | //! instead of classic Quantity_Color values. |
38 | //! Interactive selection of triangles and vertices is not yet implemented. |
39 | class AIS_Triangulation : public AIS_InteractiveObject |
40 | { |
41 | |
42 | public: |
43 | |
44 | |
45 | //! Constructs the Triangulation display object |
46 | Standard_EXPORT AIS_Triangulation(const Handle(Poly_Triangulation)& aTriangulation); |
47 | |
48 | |
49 | //! Set the color for each node. |
50 | //! Each 32-bit color is Alpha << 24 + Blue << 16 + Green << 8 + Red |
51 | //! Order of color components is essential for further usage by OpenGL |
52 | Standard_EXPORT void SetColors (const Handle(TColStd_HArray1OfInteger)& aColor); |
53 | |
54 | |
55 | //! Get the color for each node. |
56 | //! Each 32-bit color is Alpha << 24 + Blue << 16 + Green << 8 + Red |
57 | Standard_EXPORT Handle(TColStd_HArray1OfInteger) GetColors() const; |
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58 | |
59 | //! Returns true if triangulation has vertex colors. |
60 | Standard_Boolean HasVertexColors() const |
61 | { |
62 | return (myFlagColor == 1); |
63 | } |
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64 | |
65 | Standard_EXPORT void SetTriangulation (const Handle(Poly_Triangulation)& aTriangulation); |
66 | |
67 | //! Returns Poly_Triangulation . |
68 | Standard_EXPORT Handle(Poly_Triangulation) GetTriangulation() const; |
69 | |
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70 | //! Sets the value aValue for transparency in the reconstructed compound shape. |
71 | Standard_EXPORT virtual void SetTransparency (const Standard_Real aValue = 0.6) Standard_OVERRIDE; |
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72 | |
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73 | //! Removes the setting for transparency in the reconstructed compound shape. |
74 | Standard_EXPORT virtual void UnsetTransparency() Standard_OVERRIDE; |
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75 | |
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76 | DEFINE_STANDARD_RTTIEXT(AIS_Triangulation,AIS_InteractiveObject) |
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77 | |
78 | protected: |
79 | |
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80 | Standard_EXPORT void updatePresentation(); |
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81 | |
82 | |
83 | |
84 | private: |
85 | |
86 | |
87 | Standard_EXPORT virtual void Compute (const Handle(PrsMgr_PresentationManager3d)& aPresentationManager, const Handle(Prs3d_Presentation)& aPresentation, const Standard_Integer aMode = 0) Standard_OVERRIDE; |
88 | |
89 | Standard_EXPORT virtual void ComputeSelection (const Handle(SelectMgr_Selection)& aSelection, const Standard_Integer aMode) Standard_OVERRIDE; |
90 | |
91 | //! Attenuates 32-bit color by a given attenuation factor (0...1): |
92 | //! aColor = Alpha << 24 + Blue << 16 + Green << 8 + Red |
93 | //! All color components are multiplied by aComponent, the result is then packed again as 32-bit integer. |
94 | //! Color attenuation is applied to the vertex colors in order to have correct visual result |
95 | //! after glColorMaterial(GL_AMBIENT_AND_DIFFUSE). Without it, colors look unnatural and flat. |
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96 | Standard_EXPORT Graphic3d_Vec4ub attenuateColor (const Standard_Integer theColor, const Standard_Real theComponent); |
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97 | |
98 | Handle(Poly_Triangulation) myTriangulation; |
99 | Handle(TColStd_HArray1OfInteger) myColor; |
100 | Standard_Integer myFlagColor; |
101 | Standard_Integer myNbNodes; |
102 | Standard_Integer myNbTriangles; |
103 | |
104 | |
105 | }; |
106 | |
107 | |
108 | |
109 | |
110 | |
111 | |
112 | |
113 | #endif // _AIS_Triangulation_HeaderFile |