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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_SpotLight : |
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18 | HISTORIQUE DES MODIFICATIONS : |
19 | -------------------------------- |
20 | 00-09-92 : GG ; Creation. |
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21 | ************************************************************************/ |
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22 | /*----------------------------------------------------------------------*/ |
23 | /* |
24 | * Includes |
25 | */ |
26 | |
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27 | #include <Graphic3d_Structure.hxx> |
28 | #include <Quantity_Color.hxx> |
29 | #include <Standard_Type.hxx> |
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30 | #include <V3d.hxx> |
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31 | #include <V3d_BadValue.hxx> |
32 | #include <V3d_Light.hxx> |
33 | #include <V3d_View.hxx> |
34 | #include <V3d_Viewer.hxx> |
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35 | |
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36 | IMPLEMENT_STANDARD_RTTIEXT(V3d_Light,MMgt_TShared) |
37 | |
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38 | // ======================================================================= |
39 | // function : V3d_Light |
40 | // purpose : |
41 | // ======================================================================= |
42 | V3d_Light::V3d_Light (const Handle(V3d_Viewer)& theViewer) |
43 | { |
44 | SetType (V3d_AMBIENT); |
45 | theViewer->AddLight (this); |
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46 | } |
47 | |
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48 | // ======================================================================= |
49 | // function : SetType |
50 | // purpose : |
51 | // ======================================================================= |
52 | void V3d_Light::SetType (const V3d_TypeOfLight theType) |
53 | { |
54 | myLight.Type = (Graphic3d_TypeOfLightSource)theType; |
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55 | } |
56 | |
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57 | // ======================================================================= |
58 | // function : SetColor |
59 | // purpose : |
60 | // ======================================================================= |
61 | void V3d_Light::SetColor (const Quantity_Color& theColor) |
62 | { |
63 | myLight.Color.r() = static_cast<Standard_ShortReal> (theColor.Red()); |
64 | myLight.Color.g() = static_cast<Standard_ShortReal> (theColor.Green()); |
65 | myLight.Color.b() = static_cast<Standard_ShortReal> (theColor.Blue()); |
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66 | } |
67 | |
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68 | // ======================================================================= |
69 | // function : Type |
70 | // purpose : |
71 | // ======================================================================= |
72 | V3d_TypeOfLight V3d_Light::Type() const |
73 | { |
74 | return (V3d_TypeOfLight)myLight.Type; |
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75 | } |
76 | |
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77 | // ======================================================================= |
78 | // function : SetIntensity |
79 | // purpose : |
80 | // ======================================================================= |
81 | void V3d_Light::SetIntensity (const Standard_Real theValue) |
82 | { |
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83 | Standard_ASSERT_RAISE (theValue > 0., |
84 | "V3d_Light::SetIntensity, " |
85 | "Negative value for intensity"); |
86 | |
87 | myLight.Intensity = static_cast<Standard_ShortReal> (theValue); |
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88 | } |
89 | |
90 | // ======================================================================= |
91 | // function : Intensity |
92 | // purpose : |
93 | // ======================================================================= |
94 | Standard_Real V3d_Light::Intensity() const |
95 | { |
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96 | return myLight.Intensity; |
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97 | } |
98 | |
99 | // ======================================================================= |
100 | // function : Smoothness |
101 | // purpose : |
102 | // ======================================================================= |
103 | Standard_Real V3d_Light::Smoothness() const |
104 | { |
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105 | return myLight.Smoothness; |
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106 | } |
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107 | |
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108 | // ======================================================================= |
109 | // function : Headlight |
110 | // purpose : |
111 | // ======================================================================= |
112 | Standard_Boolean V3d_Light::Headlight() const |
113 | { |
114 | return myLight.IsHeadlight; |
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115 | } |
116 | |
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117 | // ======================================================================= |
118 | // function : SetHeadlight |
119 | // purpose : |
120 | // ======================================================================= |
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121 | void V3d_Light::SetHeadlight (const Standard_Boolean theValue) |
122 | { |
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123 | myLight.IsHeadlight = theValue; |
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124 | } |
125 | |
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126 | // ======================================================================= |
127 | // function : SymetricPointOnSphere |
128 | // purpose : |
129 | // ======================================================================= |
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130 | void V3d_Light::SymetricPointOnSphere (const Handle(V3d_View)& aView, const Graphic3d_Vertex &Center, const Graphic3d_Vertex &aPoint, const Standard_Real Rayon, Standard_Real& X, Standard_Real& Y, Standard_Real& Z, Standard_Real& VX, Standard_Real& VY, Standard_Real& VZ ) { |
131 | |
132 | Standard_Real X0,Y0,Z0,XP,YP,ZP; |
133 | Standard_Real PXP,PYP,DeltaX,DeltaY,DeltaZ; |
134 | Standard_Real A,B,C,Delta,Lambda; |
135 | Standard_Integer IPX,IPY; |
136 | |
137 | Center.Coord(X0,Y0,Z0); |
138 | aPoint.Coord(XP,YP,ZP); |
139 | aView->Project(XP,YP,ZP,PXP,PYP); |
140 | aView->Convert(PXP,PYP,IPX,IPY); |
141 | aView->ProjReferenceAxe(IPX,IPY,X,Y,Z,VX,VY,VZ); |
142 | DeltaX = X0 - XP; |
143 | DeltaY = Y0 - YP; |
144 | DeltaZ = Z0 - ZP; |
145 | |
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146 | // The point of intersection of straight lines defined by : |
147 | // - Straight line passing by the point of projection and the eye |
148 | // if this is a perspective, parralel to the normal of the view |
149 | // if this is an axonometric view. |
150 | // position in the view is parallel to the normal of the view |
151 | // - The distance position of the target camera is equal to the radius. |
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152 | |
153 | A = VX*VX + VY*VY + VZ*VZ ; |
154 | B = -2. * (VX*DeltaX + VY*DeltaY + VZ*DeltaZ); |
155 | C = DeltaX*DeltaX + DeltaY*DeltaY + DeltaZ*DeltaZ |
156 | - Rayon*Rayon ; |
157 | Delta = B*B - 4.*A*C; |
158 | if ( Delta >= 0 ) { |
159 | Lambda = (-B + Sqrt(Delta))/(2.*A); |
160 | if ( Lambda >= -0.0001 && Lambda <= 0.0001 ) |
161 | Lambda = (-B - Sqrt(Delta))/(2.*A); |
162 | X = XP + Lambda*VX; |
163 | Y = YP + Lambda*VY; |
164 | Z = ZP + Lambda*VZ; |
165 | } |
166 | else { |
167 | X = XP; Y = YP; Z = ZP; |
168 | } |
169 | } |
170 | |
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171 | // ======================================================================= |
172 | // function : IsDisplayed |
173 | // purpose : |
174 | // ======================================================================= |
175 | Standard_Boolean V3d_Light::IsDisplayed() const |
176 | { |
177 | if (myGraphicStructure.IsNull()) |
178 | { |
179 | return Standard_False; |
180 | } |
181 | |
182 | return myGraphicStructure->IsDisplayed(); |
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183 | } |