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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 | /*********************************************************************** |
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> |
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43 | #include <Graphic3d_ArrayOfSegments.hxx> |
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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> |
50 | #include <Visual3d_PickDescriptor.hxx> |
51 | #include <Visual3d_HSequenceOfPickPath.hxx> |
52 | #include <Visual3d_PickPath.hxx> |
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53 | #include <V3d_BadValue.hxx> |
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54 | #include <gp_Dir.hxx> |
55 | #include <gp_Ax1.hxx> |
56 | #include <gp_Vec.hxx> |
57 | #include <gp_Pnt.hxx> |
58 | #include <gp_Trsf.hxx> |
59 | #include <TColStd_Array2OfReal.hxx> |
60 | #include <Aspect_Window.hxx> |
61 | |
62 | //-Constructors |
63 | |
64 | V3d_DirectionalLight::V3d_DirectionalLight(const Handle(V3d_Viewer)& VM, const |
65 | V3d_TypeOfOrientation Direction,const Quantity_NameOfColor Name,const Standard_Boolean Headlight):V3d_PositionLight(VM) { |
66 | Quantity_Color C(Name) ; |
67 | Graphic3d_Vertex T(0.,0.,0.) ; |
68 | Graphic3d_Vertex P ; |
69 | Graphic3d_Vector V = V3d::GetProjAxis(Direction) ; |
70 | |
71 | MyType = V3d_DIRECTIONAL ; |
72 | MyLight = new Visual3d_Light(C,V, Headlight) ; |
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73 | // The initial target is chosen at random |
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74 | MyTarget = T; |
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75 | // Position is found |
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76 | P.SetCoord(-V.X(),-V.Y(),-V.Z()); |
77 | MyDisplayPosition = P; |
78 | |
79 | } |
80 | |
81 | V3d_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) { |
82 | Quantity_Color C(Name) ; |
83 | Graphic3d_Vertex T(Xt,Yt,Zt) ; |
84 | Graphic3d_Vertex P(Xp,Yp,Zp) ; |
85 | Graphic3d_Vector V(P,T); |
86 | |
87 | MyType = V3d_DIRECTIONAL ; |
88 | V.Normalize(); |
89 | MyLight = new Visual3d_Light(C,V, Headlight) ; |
90 | MyTarget = T; |
91 | MyDisplayPosition = P; |
92 | } |
93 | |
94 | //-Methods, in order |
95 | |
96 | void V3d_DirectionalLight::SetDirection(const V3d_TypeOfOrientation Direction) { |
97 | |
98 | Graphic3d_Vector V = V3d::GetProjAxis(Direction) ; |
99 | MyLight->SetDirection(V) ; |
100 | } |
101 | |
102 | void V3d_DirectionalLight::SetDirection(const Standard_Real Vx, const Standard_Real Vy, const Standard_Real Vz) { |
103 | |
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104 | V3d_BadValue_Raise_if( sqrt( Vx*Vx + Vy*Vy + Vz*Vz ) <= 0.,"V3d_DirectionalLight::SetDirection, null vector" ); |
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105 | |
106 | Graphic3d_Vector V(Vx,Vy,Vz) ; |
107 | V.Normalize() ; |
108 | MyLight->SetDirection(V) ; |
109 | } |
110 | |
111 | void V3d_DirectionalLight::SetDisplayPosition(const Standard_Real X, const Standard_Real Y, const Standard_Real Z) { |
112 | |
113 | Standard_Real Xt,Yt,Zt; |
114 | |
115 | MyDisplayPosition.SetCoord(X,Y,Z) ; |
116 | MyTarget.Coord(Xt,Yt,Zt); |
117 | SetDirection(Xt-X,Yt-Y,Zt-Z); |
118 | } |
119 | |
120 | void V3d_DirectionalLight::SetPosition(const Standard_Real Xp, const Standard_Real Yp, const Standard_Real Zp) { |
121 | |
122 | SetDisplayPosition (Xp,Yp,Zp); |
123 | } |
124 | |
125 | void V3d_DirectionalLight::Position(Standard_Real& Xp, Standard_Real& Yp, Standard_Real& Zp)const { |
126 | |
127 | DisplayPosition (Xp,Yp,Zp) ; |
128 | } |
129 | |
130 | void V3d_DirectionalLight::DisplayPosition(Standard_Real& Xp, Standard_Real& Yp, Standard_Real& Zp)const { |
131 | |
132 | MyDisplayPosition.Coord(Xp,Yp,Zp) ; |
133 | } |
134 | |
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135 | void V3d_DirectionalLight::Symbol (const Handle(Graphic3d_Group)& gsymbol, const Handle(V3d_View)& aView) const |
136 | { |
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137 | Standard_Real Xi,Yi,Zi,Xf,Yf,Zf,Rayon,PXT,PYT,X,Y,Z,XT,YT,ZT; |
138 | Standard_Real A,B,C,Dist,Beta,CosBeta,SinBeta,Coef,X1,Y1,Z1; |
139 | Standard_Real DX,DY,DZ,VX,VY,VZ; |
140 | Standard_Integer IXP,IYP,j; |
141 | TColStd_Array2OfReal MatRot(0,2,0,2); |
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142 | |
143 | aView->Proj(VX,VY,VZ); |
144 | this->DisplayPosition(Xi,Yi,Zi); |
145 | Rayon = this->Radius(); |
146 | aView->Project(Xi,Yi,Zi,PXT,PYT); |
147 | aView->Convert(PXT,PYT,IXP,IYP); |
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148 | // Coordinated 3d in the plane of projection of the source. |
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149 | aView->Convert(IXP,IYP,XT,YT,ZT); |
150 | aView->Convert(PXT,PYT+Rayon,IXP,IYP); |
151 | aView->Convert(IXP,IYP,X,Y,Z); |
152 | X = X+Xi-XT; Y = Y+Yi-YT; Z = Z+Zi-ZT; |
153 | Dist = Sqrt( Square(X-Xi) + Square(Y-Yi) + Square(Z-Zi) ); |
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154 | // Axis of rotation. |
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155 | A = (X-Xi)/Dist; |
156 | B = (Y-Yi)/Dist; |
157 | C = (Z-Zi)/Dist; |
158 | |
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159 | // A sphere is drawn |
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160 | V3d::CircleInPlane(gsymbol,Xi,Yi,Zi,VX,VY,VZ,Rayon/40.); |
161 | for( j=1 ; j<=3 ; j++ ) { |
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162 | Beta = j * M_PI / 4.; |
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163 | CosBeta = Cos(Beta); |
164 | SinBeta = Sin(Beta); |
165 | Coef = 1. - CosBeta; |
166 | MatRot(0,0) = A * A + (1. - A * A) * CosBeta; |
167 | MatRot(0,1) = -C * SinBeta + Coef * A * B; |
168 | MatRot(0,2) = B * SinBeta + Coef * A * C; |
169 | MatRot(1,0) = C * SinBeta + Coef * A * B; |
170 | MatRot(1,1) = B * B + (1. - B * B) * CosBeta; |
171 | MatRot(1,2) = -A * SinBeta + Coef * B * C; |
172 | MatRot(2,0) = -B * SinBeta + Coef * A * C; |
173 | MatRot(2,1) = A * SinBeta + Coef * B * C; |
174 | MatRot(2,2) = C * C + (1. - C * C) * CosBeta; |
175 | Xf = Xi * MatRot(0,0) + Yi * MatRot(0,1) + Zi * MatRot(0,2); |
176 | Yf = Xi * MatRot(1,0) + Yi * MatRot(1,1) + Zi * MatRot(1,2); |
177 | Zf = Xi * MatRot(2,0) + Yi * MatRot(2,1) + Zi * MatRot(2,2); |
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178 | // Rotation of the normal |
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179 | X1 = VX * MatRot(0,0) + VY * MatRot(0,1) + VZ * MatRot(0,2); |
180 | Y1 = VX * MatRot(1,0) + VY * MatRot(1,1) + VZ * MatRot(1,2); |
181 | Z1 = VX * MatRot(2,0) + VY * MatRot(2,1) + VZ * MatRot(2,2); |
182 | VX = X1 + Xi - Xf ; VY = Y1 + Yi - Yf ; VZ = Z1 + Zi - Zf; |
183 | V3d::CircleInPlane(gsymbol,Xi,Yi,Zi,VX,VY,VZ,Rayon/40.); |
184 | } |
185 | |
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186 | // The arrow is drawn |
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187 | Rayon = this->Radius(); |
188 | this->Direction(DX,DY,DZ); |
189 | X = Xi + DX*Rayon/10.; Y = Yi + DY*Rayon/10.; Z = Zi + DZ*Rayon/10.; |
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190 | |
191 | Handle(Graphic3d_ArrayOfSegments) aPrims = new Graphic3d_ArrayOfSegments(2); |
192 | aPrims->AddVertex(Standard_ShortReal(Xi),Standard_ShortReal(Yi),Standard_ShortReal(Zi)); |
193 | aPrims->AddVertex(Standard_ShortReal(X),Standard_ShortReal(Y),Standard_ShortReal(Z)); |
194 | gsymbol->AddPrimitiveArray(aPrims); |
195 | |
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196 | V3d::ArrowOfRadius(gsymbol, X, Y, Z, DX, DY, DZ, M_PI / 15., Rayon / 20.); |
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197 | } |
198 | |
199 | void V3d_DirectionalLight::Display( const Handle(V3d_View)& aView, |
200 | const V3d_TypeOfRepresentation TPres) { |
201 | |
202 | Standard_Real X,Y,Z,Rayon; |
203 | Standard_Real X0,Y0,Z0,VX,VY,VZ; |
204 | Standard_Real X1,Y1,Z1; |
205 | Standard_Real DXRef,DYRef,DZRef,DXini,DYini,DZini; |
206 | Standard_Real R1,G1,B1; |
207 | V3d_TypeOfRepresentation Pres; |
208 | V3d_TypeOfUpdate UpdSov; |
209 | |
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210 | // Creation of a structure of markable elements (position of the |
211 | // light, and the domain of lighting represented by a circle) |
212 | // Creation of a structure of non-markable elements (target, meridian and |
213 | // parallel). |
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214 | |
215 | Pres = TPres; |
216 | Handle(V3d_Viewer) TheViewer = aView->Viewer(); |
217 | UpdSov = TheViewer->UpdateMode(); |
218 | TheViewer->SetUpdateMode(V3d_WAIT); |
219 | if (!MyGraphicStructure.IsNull()) { |
220 | MyGraphicStructure->Disconnect(MyGraphicStructure1); |
221 | MyGraphicStructure->Clear(); |
222 | MyGraphicStructure1->Clear(); |
223 | if (Pres == V3d_SAMELAST) Pres = MyTypeOfRepresentation; |
224 | } |
225 | else { |
226 | if (Pres == V3d_SAMELAST) Pres = V3d_SIMPLE; |
227 | Handle(Graphic3d_Structure) slight = new Graphic3d_Structure(TheViewer->Viewer()); |
228 | MyGraphicStructure = slight; |
229 | Handle(Graphic3d_Structure) snopick = new Graphic3d_Structure(TheViewer->Viewer()); |
230 | MyGraphicStructure1 = snopick; |
231 | } |
232 | |
233 | Handle(Graphic3d_Group) glight = new Graphic3d_Group(MyGraphicStructure); |
234 | Handle(Graphic3d_Group) gsphere; |
235 | if (Pres == V3d_COMPLETE || Pres == V3d_PARTIAL) gsphere = new Graphic3d_Group(MyGraphicStructure); |
236 | |
237 | Handle(Graphic3d_Group) gnopick = new Graphic3d_Group(MyGraphicStructure1); |
238 | MyGraphicStructure1->SetPick(Standard_False); |
239 | |
240 | X0 = MyTarget.X(); |
241 | Y0 = MyTarget.Y(); |
242 | Z0 = MyTarget.Z(); |
243 | |
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244 | //Display of the position of the light. |
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245 | |
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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 | |
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253 | // Display of the markable sphere (limit at the circle). |
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254 | |
255 | if (Pres == V3d_COMPLETE || Pres == V3d_PARTIAL) { |
256 | |
257 | Rayon = this->Radius(); |
258 | aView->Proj(VX,VY,VZ); |
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259 | V3d::CircleInPlane(gsphere,X0,Y0,Z0,VX,VY,VZ,Rayon); |
260 | |
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261 | //Display of the meridian |
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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 | |
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268 | // Definition of the axis of circle |
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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 | |
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278 | // Display of the parallel |
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279 | |
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280 | // Definition of the axis of circle |
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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 | |
303 | void 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 | } |