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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 | /*********************************************************************** |
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15 | FONCTION : |
16 | ---------- |
17 | Classe V3d_DirectionalLight : |
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18 | HISTORIQUE DES MODIFICATIONS : |
19 | -------------------------------- |
20 | 00-09-92 : GG ; Creation. |
21 | 18-06-96 : FMN ; Ajout MyGraphicStructure1 pour sauvegarder snopick |
22 | 24-12-97 : FMN ; Remplacement de math par MathGra |
23 | 31-12-97 : CAL ; Suppression de MathGra |
24 | 21-01-98 : CAL ; Window de Xw et WNT remplacee par Aspect_Window |
25 | 23-02-98 : FMN ; Remplacement PI par Standard_PI |
26 | 30-03-98 : ZOV ; PRO6774 (reconstruction of the class hierarchy and suppressing useless methods) |
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27 | ************************************************************************/ |
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28 | /*----------------------------------------------------------------------*/ |
29 | /* |
30 | * Includes |
31 | */ |
32 | |
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33 | #include <Aspect_Window.hxx> |
34 | #include <gp_Ax1.hxx> |
35 | #include <gp_Dir.hxx> |
36 | #include <gp_Pnt.hxx> |
37 | #include <gp_Trsf.hxx> |
38 | #include <gp_Vec.hxx> |
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39 | #include <Graphic3d_ArrayOfSegments.hxx> |
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40 | #include <Graphic3d_AspectLine3d.hxx> |
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41 | #include <Graphic3d_AspectMarker3d.hxx> |
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42 | #include <Graphic3d_AspectText3d.hxx> |
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43 | #include <Graphic3d_Group.hxx> |
44 | #include <Graphic3d_Structure.hxx> |
45 | #include <Graphic3d_Vector.hxx> |
46 | #include <Graphic3d_Vertex.hxx> |
47 | #include <Standard_Type.hxx> |
48 | #include <TColStd_Array2OfReal.hxx> |
49 | #include <V3d.hxx> |
50 | #include <V3d_BadValue.hxx> |
51 | #include <V3d_DirectionalLight.hxx> |
52 | #include <V3d_View.hxx> |
53 | #include <V3d_Viewer.hxx> |
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54 | |
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55 | IMPLEMENT_STANDARD_RTTIEXT(V3d_DirectionalLight,V3d_PositionLight) |
56 | |
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57 | // ======================================================================= |
58 | // function : V3d_DirectionalLight |
59 | // purpose : |
60 | // ======================================================================= |
61 | V3d_DirectionalLight::V3d_DirectionalLight (const Handle(V3d_Viewer)& theViewer, |
62 | const V3d_TypeOfOrientation theDirection, |
63 | const Quantity_NameOfColor theColor, |
64 | const Standard_Boolean theIsHeadlight) |
65 | : V3d_PositionLight (theViewer) |
66 | { |
67 | Graphic3d_Vector aV = V3d::GetProjAxis (theDirection); |
68 | SetType (V3d_DIRECTIONAL); |
69 | SetColor (theColor); |
70 | SetHeadlight (theIsHeadlight); |
71 | SetTarget (0., 0., 0.); |
72 | SetPosition (-aV.X(), -aV.Y(), -aV.Z()); |
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73 | } |
74 | |
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75 | // ======================================================================= |
76 | // function : V3d_DirectionalLight |
77 | // purpose : |
78 | // ======================================================================= |
79 | V3d_DirectionalLight::V3d_DirectionalLight (const Handle(V3d_Viewer)& theViewer, |
80 | const Standard_Real theXt, |
81 | const Standard_Real theYt, |
82 | const Standard_Real theZt, |
83 | const Standard_Real theXp, |
84 | const Standard_Real theYp, |
85 | const Standard_Real theZp, |
86 | const Quantity_NameOfColor theColor, |
87 | const Standard_Boolean theIsHeadlight) |
88 | : V3d_PositionLight (theViewer) |
89 | { |
90 | SetType (V3d_DIRECTIONAL); |
91 | SetColor (theColor); |
92 | SetHeadlight (theIsHeadlight); |
93 | SetTarget (theXt, theYt, theZt); |
94 | SetPosition (theXp, theYp, theZp); |
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95 | } |
96 | |
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97 | // ======================================================================= |
98 | // function : SetSmoothAngle |
99 | // purpose : |
100 | // ======================================================================= |
101 | void V3d_DirectionalLight::SetSmoothAngle (const Standard_Real theValue) |
102 | { |
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103 | V3d_BadValue_Raise_if (theValue < 0.0 || theValue > M_PI / 2.0, |
104 | "Bad value for smoothing angle"); |
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105 | |
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106 | myLight.Smoothness = static_cast<Standard_ShortReal> (theValue); |
107 | } |
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108 | |
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109 | // ======================================================================= |
110 | // function : SetDirection |
111 | // purpose : |
112 | // ======================================================================= |
113 | void V3d_DirectionalLight::SetDirection (const V3d_TypeOfOrientation theDirection) |
114 | { |
115 | Graphic3d_Vector aV = V3d::GetProjAxis (theDirection); |
116 | SetDirection (aV.X(), aV.Y(), aV.Z()); |
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117 | } |
118 | |
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119 | // ======================================================================= |
120 | // function : SetDirection |
121 | // purpose : |
122 | // ======================================================================= |
123 | void V3d_DirectionalLight::SetDirection (const Standard_Real theVx, |
124 | const Standard_Real theVy, |
125 | const Standard_Real theVz) |
126 | { |
127 | V3d_BadValue_Raise_if (Sqrt (theVx * theVx + theVy * theVy + theVz * theVz) <= 0., |
128 | "V3d_DirectionalLight::SetDirection, " |
129 | "null vector" ); |
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130 | |
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131 | Graphic3d_Vector aV (theVx, theVy, theVz); |
132 | aV.Normalize(); |
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133 | |
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134 | myLight.Direction.x() = static_cast<Standard_ShortReal> (aV.X()); |
135 | myLight.Direction.y() = static_cast<Standard_ShortReal> (aV.Y()); |
136 | myLight.Direction.z() = static_cast<Standard_ShortReal> (aV.Z()); |
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137 | } |
138 | |
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139 | // ======================================================================= |
140 | // function : SetDisplayPosition |
141 | // purpose : |
142 | // ======================================================================= |
143 | void V3d_DirectionalLight::SetDisplayPosition (const Standard_Real theX, |
144 | const Standard_Real theY, |
145 | const Standard_Real theZ) |
146 | { |
147 | myDisplayPosition.SetCoord(theX, theY, theZ); |
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148 | |
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149 | Standard_Real aXt, aYt, aZt; |
150 | Target (aXt, aYt, aZt); |
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151 | |
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152 | Standard_Real aXd = aXt - theX; |
153 | Standard_Real aYd = aYt - theY; |
154 | Standard_Real aZd = aZt - theZ; |
155 | if (!Graphic3d_Vector (aXd, aYd, aZd).LengthZero()) |
156 | { |
157 | SetDirection (aXd, aYd, aZd); |
158 | } |
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159 | } |
160 | |
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161 | // ======================================================================= |
162 | // function : SetPosition |
163 | // purpose : |
164 | // ======================================================================= |
165 | void V3d_DirectionalLight::SetPosition (const Standard_Real theXp, |
166 | const Standard_Real theYp, |
167 | const Standard_Real theZp) |
168 | { |
169 | SetDisplayPosition (theXp, theYp, theZp); |
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170 | } |
171 | |
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172 | // ======================================================================= |
173 | // function : Position |
174 | // purpose : |
175 | // ======================================================================= |
176 | void V3d_DirectionalLight::Position (Standard_Real& theXp, |
177 | Standard_Real& theYp, |
178 | Standard_Real& theZp) const |
179 | { |
180 | DisplayPosition (theXp, theYp, theZp) ; |
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181 | } |
182 | |
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183 | // ======================================================================= |
184 | // function : DisplayPosition |
185 | // purpose : |
186 | // ======================================================================= |
187 | void V3d_DirectionalLight::DisplayPosition (Standard_Real& theXp, |
188 | Standard_Real& theYp, |
189 | Standard_Real& theZp) const |
190 | { |
191 | myDisplayPosition.Coord (theXp, theYp, theZp) ; |
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192 | } |
193 | |
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194 | // ======================================================================= |
195 | // function : DisplayPosition |
196 | // purpose : |
197 | // ======================================================================= |
198 | void V3d_DirectionalLight::Symbol (const Handle(Graphic3d_Group)& theSymbol, const Handle(V3d_View)& theView) const |
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199 | { |
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200 | Standard_Real Xi,Yi,Zi,Xf,Yf,Zf,Rayon,PXT,PYT,X,Y,Z,XT,YT,ZT; |
201 | Standard_Real A,B,C,Dist,Beta,CosBeta,SinBeta,Coef,X1,Y1,Z1; |
202 | Standard_Real DX,DY,DZ,VX,VY,VZ; |
203 | Standard_Integer IXP,IYP,j; |
204 | TColStd_Array2OfReal MatRot(0,2,0,2); |
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205 | |
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206 | theView->Proj(VX,VY,VZ); |
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207 | this->DisplayPosition(Xi,Yi,Zi); |
208 | Rayon = this->Radius(); |
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209 | theView->Project(Xi,Yi,Zi,PXT,PYT); |
210 | theView->Convert(PXT,PYT,IXP,IYP); |
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211 | // Coordinated 3d in the plane of projection of the source. |
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212 | theView->Convert(IXP,IYP,XT,YT,ZT); |
213 | theView->Convert(PXT,PYT+Rayon,IXP,IYP); |
214 | theView->Convert(IXP,IYP,X,Y,Z); |
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215 | X = X+Xi-XT; Y = Y+Yi-YT; Z = Z+Zi-ZT; |
216 | Dist = Sqrt( Square(X-Xi) + Square(Y-Yi) + Square(Z-Zi) ); |
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217 | // Axis of rotation. |
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218 | A = (X-Xi)/Dist; |
219 | B = (Y-Yi)/Dist; |
220 | C = (Z-Zi)/Dist; |
221 | |
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222 | // A sphere is drawn |
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223 | V3d::CircleInPlane(theSymbol,Xi,Yi,Zi,VX,VY,VZ,Rayon/40.); |
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224 | for( j=1 ; j<=3 ; j++ ) { |
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225 | Beta = j * M_PI / 4.; |
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226 | CosBeta = Cos(Beta); |
227 | SinBeta = Sin(Beta); |
228 | Coef = 1. - CosBeta; |
229 | MatRot(0,0) = A * A + (1. - A * A) * CosBeta; |
230 | MatRot(0,1) = -C * SinBeta + Coef * A * B; |
231 | MatRot(0,2) = B * SinBeta + Coef * A * C; |
232 | MatRot(1,0) = C * SinBeta + Coef * A * B; |
233 | MatRot(1,1) = B * B + (1. - B * B) * CosBeta; |
234 | MatRot(1,2) = -A * SinBeta + Coef * B * C; |
235 | MatRot(2,0) = -B * SinBeta + Coef * A * C; |
236 | MatRot(2,1) = A * SinBeta + Coef * B * C; |
237 | MatRot(2,2) = C * C + (1. - C * C) * CosBeta; |
238 | Xf = Xi * MatRot(0,0) + Yi * MatRot(0,1) + Zi * MatRot(0,2); |
239 | Yf = Xi * MatRot(1,0) + Yi * MatRot(1,1) + Zi * MatRot(1,2); |
240 | Zf = Xi * MatRot(2,0) + Yi * MatRot(2,1) + Zi * MatRot(2,2); |
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241 | // Rotation of the normal |
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242 | X1 = VX * MatRot(0,0) + VY * MatRot(0,1) + VZ * MatRot(0,2); |
243 | Y1 = VX * MatRot(1,0) + VY * MatRot(1,1) + VZ * MatRot(1,2); |
244 | Z1 = VX * MatRot(2,0) + VY * MatRot(2,1) + VZ * MatRot(2,2); |
245 | VX = X1 + Xi - Xf ; VY = Y1 + Yi - Yf ; VZ = Z1 + Zi - Zf; |
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246 | V3d::CircleInPlane(theSymbol,Xi,Yi,Zi,VX,VY,VZ,Rayon/40.); |
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247 | } |
248 | |
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249 | // The arrow is drawn |
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250 | Rayon = this->Radius(); |
251 | this->Direction(DX,DY,DZ); |
252 | X = Xi + DX*Rayon/10.; Y = Yi + DY*Rayon/10.; Z = Zi + DZ*Rayon/10.; |
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253 | |
254 | Handle(Graphic3d_ArrayOfSegments) aPrims = new Graphic3d_ArrayOfSegments(2); |
255 | aPrims->AddVertex(Standard_ShortReal(Xi),Standard_ShortReal(Yi),Standard_ShortReal(Zi)); |
256 | aPrims->AddVertex(Standard_ShortReal(X),Standard_ShortReal(Y),Standard_ShortReal(Z)); |
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257 | theSymbol->AddPrimitiveArray(aPrims); |
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258 | |
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259 | V3d::ArrowOfRadius(theSymbol, X, Y, Z, DX, DY, DZ, M_PI / 15., Rayon / 20.); |
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260 | } |
261 | |
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262 | // ======================================================================= |
263 | // function : Display |
264 | // purpose : |
265 | // ======================================================================= |
266 | void V3d_DirectionalLight::Display (const Handle(V3d_View)& theView, |
267 | const V3d_TypeOfRepresentation theTPres) |
268 | { |
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269 | Standard_Real X,Y,Z,Rayon; |
270 | Standard_Real X0,Y0,Z0,VX,VY,VZ; |
271 | Standard_Real X1,Y1,Z1; |
272 | Standard_Real DXRef,DYRef,DZRef,DXini,DYini,DZini; |
273 | Standard_Real R1,G1,B1; |
274 | V3d_TypeOfRepresentation Pres; |
275 | V3d_TypeOfUpdate UpdSov; |
276 | |
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277 | // Creation of a structure of markable elements (position of the |
278 | // light, and the domain of lighting represented by a circle) |
279 | // Creation of a structure of non-markable elements (target, meridian and |
280 | // parallel). |
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281 | |
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282 | Pres = theTPres; |
283 | Handle(V3d_Viewer) TheViewer = theView->Viewer(); |
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284 | UpdSov = TheViewer->UpdateMode(); |
285 | TheViewer->SetUpdateMode(V3d_WAIT); |
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286 | if (!myGraphicStructure.IsNull()) { |
287 | myGraphicStructure->Disconnect(myGraphicStructure1); |
288 | myGraphicStructure->Clear(); |
289 | myGraphicStructure1->Clear(); |
290 | if (Pres == V3d_SAMELAST) Pres = myTypeOfRepresentation; |
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291 | } |
292 | else { |
293 | if (Pres == V3d_SAMELAST) Pres = V3d_SIMPLE; |
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294 | Handle(Graphic3d_Structure) slight = new Graphic3d_Structure(TheViewer->StructureManager()); |
295 | myGraphicStructure = slight; |
296 | Handle(Graphic3d_Structure) snopick = new Graphic3d_Structure(TheViewer->StructureManager()); |
297 | myGraphicStructure1 = snopick; |
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298 | } |
299 | |
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300 | Handle(Graphic3d_Group) glight = myGraphicStructure->NewGroup(); |
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301 | Handle(Graphic3d_Group) gsphere; |
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302 | if (Pres == V3d_COMPLETE |
303 | || Pres == V3d_PARTIAL) |
304 | { |
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305 | gsphere = myGraphicStructure->NewGroup(); |
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306 | } |
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307 | |
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308 | Handle(Graphic3d_Group) gnopick = myGraphicStructure1->NewGroup(); |
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309 | |
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310 | X0 = myTarget.X(); |
311 | Y0 = myTarget.Y(); |
312 | Z0 = myTarget.Z(); |
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313 | |
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314 | //Display of the position of the light. |
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315 | |
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316 | this->Color(Quantity_TOC_RGB,R1,G1,B1); |
317 | Quantity_Color Col1(R1,G1,B1,Quantity_TOC_RGB); |
318 | Handle(Graphic3d_AspectLine3d) Asp1 = new Graphic3d_AspectLine3d(); |
319 | Asp1->SetColor(Col1); |
320 | glight->SetPrimitivesAspect(Asp1); |
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321 | this->Symbol(glight,theView); |
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322 | |
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323 | // Display of the markable sphere (limit at the circle). |
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324 | |
325 | if (Pres == V3d_COMPLETE || Pres == V3d_PARTIAL) { |
326 | |
327 | Rayon = this->Radius(); |
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328 | theView->Proj(VX,VY,VZ); |
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329 | V3d::CircleInPlane(gsphere,X0,Y0,Z0,VX,VY,VZ,Rayon); |
330 | |
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331 | //Display of the meridian |
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332 | |
333 | Quantity_Color Col2(Quantity_NOC_GREEN); |
334 | Handle(Graphic3d_AspectLine3d) Asp2 = new Graphic3d_AspectLine3d |
335 | (Col2,Aspect_TOL_SOLID,1.); |
336 | gnopick->SetPrimitivesAspect(Asp2); |
337 | |
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338 | // Definition of the axis of circle |
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339 | theView->Up(DXRef,DYRef,DZRef); |
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340 | this->DisplayPosition(X,Y,Z); |
341 | DXini = X-X0; DYini = Y-Y0; DZini = Z-Z0; |
342 | VX = DYRef*DZini - DZRef*DYini; |
343 | VY = DZRef*DXini - DXRef*DZini; |
344 | VZ = DXRef*DYini - DYRef*DXini; |
345 | |
346 | V3d::CircleInPlane(gnopick,X0,Y0,Z0,VX,VY,VZ,Rayon); |
347 | |
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348 | // Display of the parallel |
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349 | |
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350 | // Definition of the axis of circle |
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351 | theView->Proj(VX,VY,VZ); |
352 | theView->Up(X1,Y1,Z1); |
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353 | DXRef = VY * Z1 - VZ * Y1; |
354 | DYRef = VZ * X1 - VX * Z1; |
355 | DZRef = VX * Y1 - VY * X1; |
356 | this->DisplayPosition(X,Y,Z); |
357 | DXini = X-X0; DYini = Y-Y0; DZini = Z-Z0; |
358 | VX = DYRef*DZini - DZRef*DYini; |
359 | VY = DZRef*DXini - DXRef*DZini; |
360 | VZ = DXRef*DYini - DYRef*DXini; |
361 | |
362 | V3d::CircleInPlane(gnopick,X0,Y0,Z0,VX,VY,VZ,Rayon); |
363 | |
364 | } |
365 | |
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366 | myGraphicStructure->Connect(myGraphicStructure1,Graphic3d_TOC_DESCENDANT); |
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367 | // cout << "MyGraphicStructure exploration \n" << flush; MyGraphicStructure->Exploration(); |
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368 | myTypeOfRepresentation = Pres; |
369 | myGraphicStructure->Display(); |
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370 | TheViewer->SetUpdateMode(UpdSov); |
371 | } |
372 | |
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373 | // ======================================================================= |
374 | // function : Direction |
375 | // purpose : |
376 | // ======================================================================= |
377 | void V3d_DirectionalLight::Direction (Standard_Real& theVx, |
378 | Standard_Real& theVy, |
379 | Standard_Real& theVz) const |
380 | { |
381 | theVx = myLight.Direction.x(); |
382 | theVy = myLight.Direction.y(); |
383 | theVz = myLight.Direction.z(); |
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384 | } |