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1 | // Copyright (c) 1995-1999 Matra Datavision |
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2 | // Copyright (c) 1999-2014 OPEN CASCADE SAS |
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3 | // |
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4 | // This file is part of Open CASCADE Technology software library. |
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5 | // |
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6 | // This library is free software; you can redistribute it and/or modify it under |
7 | // the terms of the GNU Lesser General Public License version 2.1 as published |
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8 | // by the Free Software Foundation, with special exception defined in the file |
9 | // OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT |
10 | // distribution for complete text of the license and disclaimer of any warranty. |
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11 | // |
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12 | // Alternatively, this file may be used under the terms of Open CASCADE |
13 | // commercial license or contractual agreement. |
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14 | |
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15 | |
16 | #include <Graphic3d_AspectFillArea3d.hxx> |
17 | #include <Graphic3d_MaterialAspect.hxx> |
18 | #include <Prs3d_ShadingAspect.hxx> |
19 | #include <Quantity_Color.hxx> |
20 | #include <Standard_Type.hxx> |
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21 | |
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22 | IMPLEMENT_STANDARD_RTTIEXT(Prs3d_ShadingAspect,Prs3d_BasicAspect) |
23 | |
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24 | //======================================================================= |
25 | //function : Prs3d_ShadingAspect |
26 | //purpose : |
27 | //======================================================================= |
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28 | Prs3d_ShadingAspect::Prs3d_ShadingAspect () { |
29 | |
30 | |
31 | Graphic3d_MaterialAspect aMat (Graphic3d_NOM_BRASS); |
32 | Quantity_Color Col; |
33 | // Ceci permet de recuperer la couleur associee |
34 | // au materiau defini par defaut. |
35 | //POP K4L |
36 | Col = aMat.AmbientColor (); |
37 | // Col = aMat.Color (); |
38 | myAspect = new Graphic3d_AspectFillArea3d (Aspect_IS_SOLID, |
39 | Col, |
40 | Col, |
41 | Aspect_TOL_SOLID, |
42 | 1.0, |
43 | aMat, |
44 | aMat); |
45 | } |
46 | |
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47 | Prs3d_ShadingAspect::Prs3d_ShadingAspect( const Handle( Graphic3d_AspectFillArea3d )& theAspect ) |
48 | { |
49 | myAspect = theAspect; |
50 | } |
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51 | |
52 | //======================================================================= |
53 | //function : SetColor |
54 | //purpose : |
55 | //======================================================================= |
56 | |
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57 | void Prs3d_ShadingAspect::SetColor(const Quantity_NameOfColor aColor, |
58 | const Aspect_TypeOfFacingModel aModel) { |
59 | |
60 | SetColor(Quantity_Color(aColor),aModel); |
61 | } |
62 | |
63 | void Prs3d_ShadingAspect::SetColor(const Quantity_Color &aColor, |
64 | const Aspect_TypeOfFacingModel aModel) { |
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65 | if( aModel != Aspect_TOFM_BOTH_SIDE ) { |
66 | myAspect->SetDistinguishOn(); |
67 | } |
68 | if( aModel == Aspect_TOFM_FRONT_SIDE || aModel == Aspect_TOFM_BOTH_SIDE ) { |
69 | Graphic3d_MaterialAspect front = myAspect->FrontMaterial(); |
70 | front.SetColor(aColor); |
71 | myAspect->SetFrontMaterial(front); |
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72 | myAspect->SetInteriorColor( aColor ); |
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73 | } |
74 | |
75 | if( aModel == Aspect_TOFM_BACK_SIDE || aModel == Aspect_TOFM_BOTH_SIDE ) { |
76 | Graphic3d_MaterialAspect back = myAspect->BackMaterial(); |
77 | back.SetColor(aColor); |
78 | myAspect->SetBackMaterial(back); |
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79 | myAspect->SetBackInteriorColor( aColor ); |
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80 | } |
81 | } |
82 | |
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83 | const Quantity_Color& Prs3d_ShadingAspect::Color (const Aspect_TypeOfFacingModel theModel) const |
84 | { |
85 | switch (theModel) |
86 | { |
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87 | default: |
88 | case Aspect_TOFM_BOTH_SIDE: |
89 | case Aspect_TOFM_FRONT_SIDE: |
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90 | return myAspect->FrontMaterial().Color(); |
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91 | case Aspect_TOFM_BACK_SIDE: |
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92 | return myAspect->BackMaterial().Color(); |
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93 | } |
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94 | } |
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95 | |
96 | //======================================================================= |
97 | //function : SetMaterial |
98 | //purpose : |
99 | //======================================================================= |
100 | |
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101 | void Prs3d_ShadingAspect::SetMaterial( |
102 | const Graphic3d_NameOfMaterial aMaterial, |
103 | const Aspect_TypeOfFacingModel aModel ) { |
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104 | SetMaterial(Graphic3d_MaterialAspect(aMaterial),aModel); |
105 | } |
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106 | |
107 | //======================================================================= |
108 | //function : SetMaterial |
109 | //purpose : |
110 | //======================================================================= |
111 | |
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112 | void Prs3d_ShadingAspect::SetMaterial( |
113 | const Graphic3d_MaterialAspect& aMaterial, |
114 | const Aspect_TypeOfFacingModel aModel ) { |
115 | |
116 | if( aModel != Aspect_TOFM_BOTH_SIDE ) { |
117 | myAspect->SetDistinguishOn(); |
118 | } |
119 | if( aModel == Aspect_TOFM_FRONT_SIDE || aModel == Aspect_TOFM_BOTH_SIDE ) { |
120 | myAspect->SetFrontMaterial(aMaterial); |
121 | } |
122 | |
123 | if( aModel == Aspect_TOFM_BACK_SIDE || aModel == Aspect_TOFM_BOTH_SIDE ) { |
124 | myAspect->SetBackMaterial(aMaterial); |
125 | } |
126 | } |
127 | |
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128 | const Graphic3d_MaterialAspect& Prs3d_ShadingAspect::Material (const Aspect_TypeOfFacingModel theModel) const |
129 | { |
130 | switch (theModel) |
131 | { |
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132 | default: |
133 | case Aspect_TOFM_BOTH_SIDE: |
134 | case Aspect_TOFM_FRONT_SIDE: |
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135 | return myAspect->FrontMaterial(); |
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136 | case Aspect_TOFM_BACK_SIDE: |
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137 | return myAspect->BackMaterial(); |
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138 | } |
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139 | } |
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140 | |
141 | //======================================================================= |
142 | //function : SetTransparency |
143 | //purpose : |
144 | //======================================================================= |
145 | |
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146 | void Prs3d_ShadingAspect::SetTransparency(const Standard_Real aValue, |
147 | const Aspect_TypeOfFacingModel aModel ) { |
148 | |
149 | if( aModel != Aspect_TOFM_BOTH_SIDE ) { |
150 | myAspect->SetDistinguishOn(); |
151 | } |
152 | if( aModel == Aspect_TOFM_FRONT_SIDE || aModel == Aspect_TOFM_BOTH_SIDE ) { |
153 | Graphic3d_MaterialAspect front = myAspect->FrontMaterial(); |
154 | front.SetTransparency(aValue); |
155 | myAspect->SetFrontMaterial(front); |
156 | } |
157 | |
158 | if( aModel == Aspect_TOFM_BACK_SIDE || aModel == Aspect_TOFM_BOTH_SIDE ) { |
159 | Graphic3d_MaterialAspect back = myAspect->BackMaterial(); |
160 | back.SetTransparency(aValue); |
161 | myAspect->SetBackMaterial(back); |
162 | } |
163 | } |
164 | |
165 | Standard_Real Prs3d_ShadingAspect::Transparency(const Aspect_TypeOfFacingModel aModel ) const { |
166 | Standard_Real aValue(0.); |
167 | switch (aModel) { |
168 | case Aspect_TOFM_BOTH_SIDE: |
169 | case Aspect_TOFM_FRONT_SIDE: |
170 | aValue = myAspect->FrontMaterial().Transparency(); |
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171 | break; |
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172 | case Aspect_TOFM_BACK_SIDE: |
173 | aValue = myAspect->BackMaterial().Transparency(); |
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174 | break; |
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175 | } |
176 | return aValue; |
177 | } |
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178 | |
179 | //======================================================================= |
180 | //function : SetAspect |
181 | //purpose : |
182 | //======================================================================= |
183 | |
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184 | void Prs3d_ShadingAspect::SetAspect( const Handle( Graphic3d_AspectFillArea3d )& theAspect ) |
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185 | { |
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186 | myAspect = theAspect; |
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187 | } |
188 | |
189 | Handle (Graphic3d_AspectFillArea3d) Prs3d_ShadingAspect::Aspect () const { |
190 | return myAspect; |
191 | } |