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[occt.git] / src / V3d / V3d_DirectionalLight.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/***********************************************************************
15
16 FONCTION :
17 ----------
18 Classe V3d_DirectionalLight :
19
20 HISTORIQUE DES MODIFICATIONS :
21 --------------------------------
22 00-09-92 : GG ; Creation.
23 18-06-96 : FMN ; Ajout MyGraphicStructure1 pour sauvegarder snopick
24 24-12-97 : FMN ; Remplacement de math par MathGra
25 31-12-97 : CAL ; Suppression de MathGra
26 21-01-98 : CAL ; Window de Xw et WNT remplacee par Aspect_Window
27 23-02-98 : FMN ; Remplacement PI par Standard_PI
28 30-03-98 : ZOV ; PRO6774 (reconstruction of the class hierarchy and suppressing useless methods)
29
30************************************************************************/
31
32/*----------------------------------------------------------------------*/
33/*
34 * Includes
35 */
36
37#include <V3d.hxx>
38#include <V3d_DirectionalLight.ixx>
39#include <Graphic3d_Vector.hxx>
40#include <Graphic3d_Vertex.hxx>
41#include <Graphic3d_Structure.hxx>
42#include <Graphic3d_Group.hxx>
b8ddfc2f 43#include <Graphic3d_ArrayOfSegments.hxx>
7fd59977 44#include <Graphic3d_AspectMarker3d.hxx>
45#include <Graphic3d_AspectLine3d.hxx>
46#include <Graphic3d_AspectText3d.hxx>
47#include <Visual3d_Light.hxx>
48#include <Visual3d_ViewManager.hxx>
49#include <Visual3d_ContextPick.hxx>
6942f04a 50#include <V3d_BadValue.hxx>
7fd59977 51#include <gp_Dir.hxx>
52#include <gp_Ax1.hxx>
53#include <gp_Vec.hxx>
54#include <gp_Pnt.hxx>
55#include <gp_Trsf.hxx>
56#include <TColStd_Array2OfReal.hxx>
57#include <Aspect_Window.hxx>
58
59//-Constructors
60
61V3d_DirectionalLight::V3d_DirectionalLight(const Handle(V3d_Viewer)& VM, const
62V3d_TypeOfOrientation Direction,const Quantity_NameOfColor Name,const Standard_Boolean Headlight):V3d_PositionLight(VM) {
63 Quantity_Color C(Name) ;
64 Graphic3d_Vertex T(0.,0.,0.) ;
65 Graphic3d_Vertex P ;
66 Graphic3d_Vector V = V3d::GetProjAxis(Direction) ;
67
68 MyType = V3d_DIRECTIONAL ;
69 MyLight = new Visual3d_Light(C,V, Headlight) ;
81bba717 70 // The initial target is chosen at random
7fd59977 71 MyTarget = T;
81bba717 72// Position is found
7fd59977 73 P.SetCoord(-V.X(),-V.Y(),-V.Z());
74 MyDisplayPosition = P;
75
76}
77
78V3d_DirectionalLight::V3d_DirectionalLight(const Handle(V3d_Viewer)& VM,const Standard_Real Xt,const Standard_Real Yt,const Standard_Real Zt,const Standard_Real Xp,const Standard_Real Yp,const Standard_Real Zp,const Quantity_NameOfColor Name,const Standard_Boolean Headlight):V3d_PositionLight(VM) {
79 Quantity_Color C(Name) ;
80 Graphic3d_Vertex T(Xt,Yt,Zt) ;
81 Graphic3d_Vertex P(Xp,Yp,Zp) ;
82 Graphic3d_Vector V(P,T);
83
84 MyType = V3d_DIRECTIONAL ;
85 V.Normalize();
86 MyLight = new Visual3d_Light(C,V, Headlight) ;
87 MyTarget = T;
88 MyDisplayPosition = P;
89}
90
91//-Methods, in order
92
93void V3d_DirectionalLight::SetDirection(const V3d_TypeOfOrientation Direction) {
94
95 Graphic3d_Vector V = V3d::GetProjAxis(Direction) ;
96 MyLight->SetDirection(V) ;
97}
98
99void V3d_DirectionalLight::SetDirection(const Standard_Real Vx, const Standard_Real Vy, const Standard_Real Vz) {
100
6942f04a 101 V3d_BadValue_Raise_if( sqrt( Vx*Vx + Vy*Vy + Vz*Vz ) <= 0.,"V3d_DirectionalLight::SetDirection, null vector" );
7fd59977 102
103 Graphic3d_Vector V(Vx,Vy,Vz) ;
104 V.Normalize() ;
105 MyLight->SetDirection(V) ;
106}
107
108void V3d_DirectionalLight::SetDisplayPosition(const Standard_Real X, const Standard_Real Y, const Standard_Real Z) {
109
110 Standard_Real Xt,Yt,Zt;
111
112 MyDisplayPosition.SetCoord(X,Y,Z) ;
113 MyTarget.Coord(Xt,Yt,Zt);
114 SetDirection(Xt-X,Yt-Y,Zt-Z);
115}
116
117void V3d_DirectionalLight::SetPosition(const Standard_Real Xp, const Standard_Real Yp, const Standard_Real Zp) {
118
119 SetDisplayPosition (Xp,Yp,Zp);
120}
121
122void V3d_DirectionalLight::Position(Standard_Real& Xp, Standard_Real& Yp, Standard_Real& Zp)const {
123
124 DisplayPosition (Xp,Yp,Zp) ;
125}
126
127void V3d_DirectionalLight::DisplayPosition(Standard_Real& Xp, Standard_Real& Yp, Standard_Real& Zp)const {
128
129 MyDisplayPosition.Coord(Xp,Yp,Zp) ;
130}
131
b8ddfc2f 132void V3d_DirectionalLight::Symbol (const Handle(Graphic3d_Group)& gsymbol, const Handle(V3d_View)& aView) const
133{
7fd59977 134 Standard_Real Xi,Yi,Zi,Xf,Yf,Zf,Rayon,PXT,PYT,X,Y,Z,XT,YT,ZT;
135 Standard_Real A,B,C,Dist,Beta,CosBeta,SinBeta,Coef,X1,Y1,Z1;
136 Standard_Real DX,DY,DZ,VX,VY,VZ;
137 Standard_Integer IXP,IYP,j;
138 TColStd_Array2OfReal MatRot(0,2,0,2);
7fd59977 139
140 aView->Proj(VX,VY,VZ);
141 this->DisplayPosition(Xi,Yi,Zi);
142 Rayon = this->Radius();
143 aView->Project(Xi,Yi,Zi,PXT,PYT);
144 aView->Convert(PXT,PYT,IXP,IYP);
81bba717 145// Coordinated 3d in the plane of projection of the source.
7fd59977 146 aView->Convert(IXP,IYP,XT,YT,ZT);
147 aView->Convert(PXT,PYT+Rayon,IXP,IYP);
148 aView->Convert(IXP,IYP,X,Y,Z);
149 X = X+Xi-XT; Y = Y+Yi-YT; Z = Z+Zi-ZT;
150 Dist = Sqrt( Square(X-Xi) + Square(Y-Yi) + Square(Z-Zi) );
81bba717 151// Axis of rotation.
7fd59977 152 A = (X-Xi)/Dist;
153 B = (Y-Yi)/Dist;
154 C = (Z-Zi)/Dist;
155
81bba717 156// A sphere is drawn
7fd59977 157 V3d::CircleInPlane(gsymbol,Xi,Yi,Zi,VX,VY,VZ,Rayon/40.);
158 for( j=1 ; j<=3 ; j++ ) {
c6541a0c 159 Beta = j * M_PI / 4.;
7fd59977 160 CosBeta = Cos(Beta);
161 SinBeta = Sin(Beta);
162 Coef = 1. - CosBeta;
163 MatRot(0,0) = A * A + (1. - A * A) * CosBeta;
164 MatRot(0,1) = -C * SinBeta + Coef * A * B;
165 MatRot(0,2) = B * SinBeta + Coef * A * C;
166 MatRot(1,0) = C * SinBeta + Coef * A * B;
167 MatRot(1,1) = B * B + (1. - B * B) * CosBeta;
168 MatRot(1,2) = -A * SinBeta + Coef * B * C;
169 MatRot(2,0) = -B * SinBeta + Coef * A * C;
170 MatRot(2,1) = A * SinBeta + Coef * B * C;
171 MatRot(2,2) = C * C + (1. - C * C) * CosBeta;
172 Xf = Xi * MatRot(0,0) + Yi * MatRot(0,1) + Zi * MatRot(0,2);
173 Yf = Xi * MatRot(1,0) + Yi * MatRot(1,1) + Zi * MatRot(1,2);
174 Zf = Xi * MatRot(2,0) + Yi * MatRot(2,1) + Zi * MatRot(2,2);
81bba717 175// Rotation of the normal
7fd59977 176 X1 = VX * MatRot(0,0) + VY * MatRot(0,1) + VZ * MatRot(0,2);
177 Y1 = VX * MatRot(1,0) + VY * MatRot(1,1) + VZ * MatRot(1,2);
178 Z1 = VX * MatRot(2,0) + VY * MatRot(2,1) + VZ * MatRot(2,2);
179 VX = X1 + Xi - Xf ; VY = Y1 + Yi - Yf ; VZ = Z1 + Zi - Zf;
180 V3d::CircleInPlane(gsymbol,Xi,Yi,Zi,VX,VY,VZ,Rayon/40.);
181 }
182
81bba717 183// The arrow is drawn
7fd59977 184 Rayon = this->Radius();
185 this->Direction(DX,DY,DZ);
186 X = Xi + DX*Rayon/10.; Y = Yi + DY*Rayon/10.; Z = Zi + DZ*Rayon/10.;
b8ddfc2f 187
188 Handle(Graphic3d_ArrayOfSegments) aPrims = new Graphic3d_ArrayOfSegments(2);
189 aPrims->AddVertex(Standard_ShortReal(Xi),Standard_ShortReal(Yi),Standard_ShortReal(Zi));
190 aPrims->AddVertex(Standard_ShortReal(X),Standard_ShortReal(Y),Standard_ShortReal(Z));
191 gsymbol->AddPrimitiveArray(aPrims);
192
c6541a0c 193 V3d::ArrowOfRadius(gsymbol, X, Y, Z, DX, DY, DZ, M_PI / 15., Rayon / 20.);
7fd59977 194}
195
196void V3d_DirectionalLight::Display( const Handle(V3d_View)& aView,
197 const V3d_TypeOfRepresentation TPres) {
198
199 Standard_Real X,Y,Z,Rayon;
200 Standard_Real X0,Y0,Z0,VX,VY,VZ;
201 Standard_Real X1,Y1,Z1;
202 Standard_Real DXRef,DYRef,DZRef,DXini,DYini,DZini;
203 Standard_Real R1,G1,B1;
204 V3d_TypeOfRepresentation Pres;
205 V3d_TypeOfUpdate UpdSov;
206
81bba717 207// Creation of a structure of markable elements (position of the
208// light, and the domain of lighting represented by a circle)
209// Creation of a structure of non-markable elements (target, meridian and
210// parallel).
7fd59977 211
212 Pres = TPres;
213 Handle(V3d_Viewer) TheViewer = aView->Viewer();
214 UpdSov = TheViewer->UpdateMode();
215 TheViewer->SetUpdateMode(V3d_WAIT);
216 if (!MyGraphicStructure.IsNull()) {
217 MyGraphicStructure->Disconnect(MyGraphicStructure1);
218 MyGraphicStructure->Clear();
219 MyGraphicStructure1->Clear();
220 if (Pres == V3d_SAMELAST) Pres = MyTypeOfRepresentation;
221 }
222 else {
223 if (Pres == V3d_SAMELAST) Pres = V3d_SIMPLE;
224 Handle(Graphic3d_Structure) slight = new Graphic3d_Structure(TheViewer->Viewer());
225 MyGraphicStructure = slight;
226 Handle(Graphic3d_Structure) snopick = new Graphic3d_Structure(TheViewer->Viewer());
227 MyGraphicStructure1 = snopick;
228 }
229
b64d84be 230 Handle(Graphic3d_Group) glight = MyGraphicStructure->NewGroup();
7fd59977 231 Handle(Graphic3d_Group) gsphere;
b64d84be 232 if (Pres == V3d_COMPLETE
233 || Pres == V3d_PARTIAL)
234 {
235 gsphere = MyGraphicStructure->NewGroup();
236 }
7fd59977 237
b64d84be 238 Handle(Graphic3d_Group) gnopick = MyGraphicStructure1->NewGroup();
7fd59977 239
240 X0 = MyTarget.X();
241 Y0 = MyTarget.Y();
242 Z0 = MyTarget.Z();
243
81bba717 244//Display of the position of the light.
7fd59977 245
7fd59977 246 this->Color(Quantity_TOC_RGB,R1,G1,B1);
247 Quantity_Color Col1(R1,G1,B1,Quantity_TOC_RGB);
248 Handle(Graphic3d_AspectLine3d) Asp1 = new Graphic3d_AspectLine3d();
249 Asp1->SetColor(Col1);
250 glight->SetPrimitivesAspect(Asp1);
251 this->Symbol(glight,aView);
252
81bba717 253 // Display of the markable sphere (limit at the circle).
7fd59977 254
255 if (Pres == V3d_COMPLETE || Pres == V3d_PARTIAL) {
256
257 Rayon = this->Radius();
258 aView->Proj(VX,VY,VZ);
7fd59977 259 V3d::CircleInPlane(gsphere,X0,Y0,Z0,VX,VY,VZ,Rayon);
260
81bba717 261//Display of the meridian
7fd59977 262
263 Quantity_Color Col2(Quantity_NOC_GREEN);
264 Handle(Graphic3d_AspectLine3d) Asp2 = new Graphic3d_AspectLine3d
265 (Col2,Aspect_TOL_SOLID,1.);
266 gnopick->SetPrimitivesAspect(Asp2);
267
81bba717 268// Definition of the axis of circle
7fd59977 269 aView->Up(DXRef,DYRef,DZRef);
270 this->DisplayPosition(X,Y,Z);
271 DXini = X-X0; DYini = Y-Y0; DZini = Z-Z0;
272 VX = DYRef*DZini - DZRef*DYini;
273 VY = DZRef*DXini - DXRef*DZini;
274 VZ = DXRef*DYini - DYRef*DXini;
275
276 V3d::CircleInPlane(gnopick,X0,Y0,Z0,VX,VY,VZ,Rayon);
277
81bba717 278// Display of the parallel
7fd59977 279
81bba717 280// Definition of the axis of circle
7fd59977 281 aView->Proj(VX,VY,VZ);
282 aView->Up(X1,Y1,Z1);
283 DXRef = VY * Z1 - VZ * Y1;
284 DYRef = VZ * X1 - VX * Z1;
285 DZRef = VX * Y1 - VY * X1;
286 this->DisplayPosition(X,Y,Z);
287 DXini = X-X0; DYini = Y-Y0; DZini = Z-Z0;
288 VX = DYRef*DZini - DZRef*DYini;
289 VY = DZRef*DXini - DXRef*DZini;
290 VZ = DXRef*DYini - DYRef*DXini;
291
292 V3d::CircleInPlane(gnopick,X0,Y0,Z0,VX,VY,VZ,Rayon);
293
294 }
295
296 MyGraphicStructure->Connect(MyGraphicStructure1,Graphic3d_TOC_DESCENDANT);
297// cout << "MyGraphicStructure exploration \n" << flush; MyGraphicStructure->Exploration();
298 MyTypeOfRepresentation = Pres;
299 MyGraphicStructure->Display();
300 TheViewer->SetUpdateMode(UpdSov);
301}
302
303void V3d_DirectionalLight::Direction(Standard_Real& Vx, Standard_Real& Vy, Standard_Real& Vz)const {
304
305 Quantity_Color C ;
306 Graphic3d_Vector V ;
307
308 MyLight->Values(C,V) ;
309 V.Coord(Vx,Vy,Vz) ;
310}