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1 | // Copyright (c) 1999-2012 OPEN CASCADE SAS |
2 | // |
3 | // The content of this file is subject to the Open CASCADE Technology Public |
4 | // License Version 6.5 (the "License"). You may not use the content of this file |
5 | // except in compliance with the License. Please obtain a copy of the License |
6 | // at http://www.opencascade.org and read it completely before using this file. |
7 | // |
8 | // The Initial Developer of the Original Code is Open CASCADE S.A.S., having its |
9 | // main offices at: 1, place des Freres Montgolfier, 78280 Guyancourt, France. |
10 | // |
11 | // The Original Code and all software distributed under the License is |
12 | // distributed on an "AS IS" basis, without warranty of any kind, and the |
13 | // Initial Developer hereby disclaims all such warranties, including without |
14 | // limitation, any warranties of merchantability, fitness for a particular |
15 | // purpose or non-infringement. Please see the License for the specific terms |
16 | // and conditions governing the rights and limitations under the License. |
17 | |
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18 | /*********************************************************************** |
19 | |
20 | V3d_PositionLight.cxx |
21 | Created: 30-03-98 ZOV (ZELENKOV Oleg) |
22 | |
23 | ************************************************************************/ |
24 | |
25 | #include <V3d.hxx> |
26 | #include <V3d_PositionLight.ixx> |
27 | #include <Graphic3d_Vector.hxx> |
28 | #include <Graphic3d_Vertex.hxx> |
29 | #include <Graphic3d_Structure.hxx> |
30 | #include <Graphic3d_Group.hxx> |
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31 | #include <Graphic3d_ArrayOfSegments.hxx> |
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32 | #include <Graphic3d_AspectMarker3d.hxx> |
33 | #include <Graphic3d_AspectLine3d.hxx> |
34 | #include <Graphic3d_AspectText3d.hxx> |
35 | #include <V3d_SpotLight.hxx> |
36 | #include <Visual3d_Light.hxx> |
37 | #include <Visual3d_ViewManager.hxx> |
38 | #include <Visual3d_ContextPick.hxx> |
39 | #include <Visual3d_PickDescriptor.hxx> |
40 | #include <Visual3d_HSequenceOfPickPath.hxx> |
41 | #include <Visual3d_PickPath.hxx> |
42 | #include <Viewer_BadValue.hxx> |
43 | #include <gp_Dir.hxx> |
44 | #include <gp_Ax1.hxx> |
45 | #include <gp_Vec.hxx> |
46 | #include <gp_Pnt.hxx> |
47 | #include <gp_Trsf.hxx> |
48 | #include <TCollection_AsciiString.hxx> |
49 | #ifdef WNT |
50 | # include <WNT_Window.hxx> |
51 | #else |
52 | # include <Xw_Window.hxx> |
53 | #endif |
54 | |
55 | V3d_PositionLight::V3d_PositionLight(const Handle(V3d_Viewer)& VM) : V3d_Light(VM) { |
56 | } |
57 | |
58 | void V3d_PositionLight::SetTarget(const Standard_Real X, const Standard_Real Y, const Standard_Real Z) { |
59 | |
60 | Standard_Real Xc,Yc,Zc, Xp,Yp,Zp; |
61 | |
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62 | // Recalculation of the position |
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63 | MyTarget.Coord(Xc,Yc,Zc); |
64 | Position (Xp,Yp,Zp) ; |
65 | |
66 | Xp = Xp + (X - Xc); |
67 | Yp = Yp + (Y - Yc); |
68 | Zp = Zp + (Z - Zc); |
69 | |
70 | // Affectation |
71 | MyTarget.SetCoord(X,Y,Z); |
72 | SetPosition(Xp,Yp,Zp) ; |
73 | } |
74 | |
75 | void V3d_PositionLight::SetRadius(const Standard_Real Radius) { |
76 | |
77 | Viewer_BadValue_Raise_if( Radius <= 0. , "V3d_PositionLight::SetRadius, bad radius"); |
78 | Viewer_BadValue_Raise_if( MyType == V3d_DIRECTIONAL , "V3d_PositionLight::SetRadius, bad light type"); |
79 | |
80 | Standard_Real X0,Y0,Z0, Xn,Yn,Zn, Xp,Yp,Zp; |
81 | |
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82 | // The target point remains unchanged, only the position of the light is modified |
83 | // by preserving the direction. |
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84 | Position (Xp,Yp,Zp); |
85 | Graphic3d_Vector D(MyTarget, Graphic3d_Vertex(Xp, Yp, Zp)); |
86 | D.Normalize(); |
87 | D.Coord(Xn,Yn,Zn); |
88 | MyTarget.Coord(X0,Y0,Z0); |
89 | Xn = X0 + Radius*Xn; |
90 | Yn = Y0 + Radius*Yn; |
91 | Zn = Z0 + Radius*Zn; |
92 | |
93 | SetPosition(Xn,Yn,Zn) ; |
94 | } |
95 | |
96 | void V3d_PositionLight::OnHideFace(const Handle(V3d_View)& aView) { |
97 | |
98 | Standard_Real Xp,Yp,Zp, X,Y,Z, VX,VY,VZ; |
99 | |
100 | Position (Xp,Yp,Zp); |
101 | V3d_Light::SymetricPointOnSphere (aView, |
102 | MyTarget, Graphic3d_Vertex(Xp,Yp,Yp), Radius(), X,Y,Z, VX,VY,VZ); |
103 | |
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104 | // This is a visible point |
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105 | if ((VX*(X-Xp) < 0.) && (VY*(Y-Yp) < 0.) && (VZ*(Z-Zp) < 0.)) |
106 | SetPosition (X,Y,Z); |
107 | } |
108 | |
109 | void V3d_PositionLight::OnSeeFace(const Handle(V3d_View)& aView) { |
110 | |
111 | Standard_Real Xp,Yp,Zp, X,Y,Z, VX,VY,VZ; |
112 | |
113 | Position (Xp,Yp,Zp); |
114 | V3d_Light::SymetricPointOnSphere (aView, |
115 | MyTarget, Graphic3d_Vertex(Xp,Yp,Yp), Radius(), X,Y,Z, VX,VY,VZ); |
116 | |
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117 | // This is a hidden point |
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118 | if ((VX*(X-Xp) > 0.) && (VY*(Y-Yp) > 0.) && (VZ*(Z-Zp) > 0.)) |
119 | SetPosition (X,Y,Z); |
120 | } |
121 | |
122 | Standard_Boolean V3d_PositionLight::SeeOrHide(const Handle(V3d_View)& aView) const { |
123 | |
124 | Standard_Real Xp,Yp,Zp, X,Y,Z, VX,VY,VZ; |
125 | |
126 | Position (Xp,Yp,Zp); |
127 | V3d_Light::SymetricPointOnSphere (aView, |
128 | MyTarget, Graphic3d_Vertex(Xp,Yp,Yp), Radius(), X,Y,Z, VX,VY,VZ); |
129 | |
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130 | // Is it a visible or a hidden point |
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131 | return ( (VX*(X-Xp) > 0.) || (VY*(Y-Yp) > 0.) || (VZ*(Z-Zp) > 0.) )? |
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132 | // the source is on the hidden face |
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133 | Standard_False: |
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134 | // the source is on the visible face. |
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135 | Standard_True; |
136 | } |
137 | |
138 | void V3d_PositionLight::Target(Standard_Real& Xp, Standard_Real& Yp, Standard_Real& Zp)const { |
139 | |
140 | MyTarget.Coord(Xp,Yp,Zp) ; |
141 | } |
142 | |
143 | void V3d_PositionLight::Display( const Handle(V3d_View)& aView, |
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144 | const V3d_TypeOfRepresentation TPres ) |
145 | { |
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146 | Graphic3d_Vertex PText ; |
147 | Standard_Real X,Y,Z,Rayon; |
148 | Standard_Real X0,Y0,Z0,VX,VY,VZ; |
149 | Standard_Real X1,Y1,Z1; |
150 | Standard_Real DXRef,DYRef,DZRef,DXini,DYini,DZini; |
151 | Standard_Real R1,G1,B1; |
152 | V3d_TypeOfRepresentation Pres; |
153 | V3d_TypeOfUpdate UpdSov; |
154 | |
81bba717 |
155 | // Creation of a structure of markable elements (position of the |
156 | // light, and the domain of lighting represented by a circle) |
157 | // Creation of a structure snopick of non-markable elements (target, meridian and |
158 | // parallel). |
159 | |
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160 | Pres = TPres; |
161 | Handle(V3d_Viewer) TheViewer = aView->Viewer(); |
162 | UpdSov = TheViewer->UpdateMode(); |
163 | TheViewer->SetUpdateMode(V3d_WAIT); |
164 | if (!MyGraphicStructure.IsNull()) { |
165 | MyGraphicStructure->Disconnect(MyGraphicStructure1); |
166 | MyGraphicStructure->Clear(); |
167 | MyGraphicStructure1->Clear(); |
168 | if (Pres == V3d_SAMELAST) Pres = MyTypeOfRepresentation; |
169 | } |
170 | else { |
171 | if (Pres == V3d_SAMELAST) Pres = V3d_SIMPLE; |
172 | Handle(Graphic3d_Structure) slight = new Graphic3d_Structure(TheViewer->Viewer()); |
173 | MyGraphicStructure = slight; |
174 | Handle(Graphic3d_Structure) snopick = new Graphic3d_Structure(TheViewer->Viewer()); |
175 | MyGraphicStructure1 = snopick; |
176 | } |
177 | |
178 | Handle(Graphic3d_Group) gradius; |
179 | Handle(Graphic3d_Group) gExtArrow; |
180 | Handle(Graphic3d_Group) gIntArrow; |
181 | |
182 | if (MyType != V3d_DIRECTIONAL) { |
183 | if (Pres == V3d_COMPLETE) { |
184 | gradius = new Graphic3d_Group(MyGraphicStructure); |
185 | gExtArrow = new Graphic3d_Group(MyGraphicStructure); |
186 | gIntArrow = new Graphic3d_Group(MyGraphicStructure); |
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187 | } |
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188 | } |
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189 | Handle(Graphic3d_Group) glight = new Graphic3d_Group(MyGraphicStructure); |
190 | Handle(Graphic3d_Group) gsphere; |
191 | if (Pres == V3d_COMPLETE || Pres == V3d_PARTIAL) gsphere = new Graphic3d_Group(MyGraphicStructure); |
192 | |
193 | Handle(Graphic3d_Group) gnopick = new Graphic3d_Group(MyGraphicStructure1); |
194 | MyGraphicStructure1->SetPick(Standard_False); |
195 | |
196 | X0 = MyTarget.X(); |
197 | Y0 = MyTarget.Y(); |
198 | Z0 = MyTarget.Z(); |
199 | |
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200 | // Display of the light position. |
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201 | |
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202 | this->Color(Quantity_TOC_RGB,R1,G1,B1); |
203 | Quantity_Color Col1(R1,G1,B1,Quantity_TOC_RGB); |
204 | Handle(Graphic3d_AspectLine3d) Asp1 = new Graphic3d_AspectLine3d(); |
205 | Asp1->SetColor(Col1); |
206 | glight->SetPrimitivesAspect(Asp1); |
207 | this->Symbol(glight,aView); |
208 | |
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209 | // Display of the marking sphere (limit at the circle). |
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210 | |
211 | if (Pres == V3d_COMPLETE || Pres == V3d_PARTIAL) { |
212 | |
213 | Rayon = this->Radius(); |
214 | aView->Proj(VX,VY,VZ); |
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215 | V3d::CircleInPlane(gsphere,X0,Y0,Z0,VX,VY,VZ,Rayon); |
216 | |
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217 | if (MyType != V3d_DIRECTIONAL) { |
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218 | |
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219 | //Display of the radius of the sphere (line + text) |
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220 | |
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221 | if (Pres == V3d_COMPLETE) { |
222 | this->Position(X,Y,Z); |
223 | Handle(Graphic3d_ArrayOfSegments) aPrims = new Graphic3d_ArrayOfSegments(2); |
224 | aPrims->AddVertex(X0,Y0,Z0); |
225 | aPrims->AddVertex(X,Y,Z); |
226 | gnopick->AddPrimitiveArray(aPrims); |
227 | V3d::ArrowOfRadius(gExtArrow,X-.1*(X-X0),Y-.1*(Y-Y0),Z-.1*(Z-Z0),X-X0,Y-Y0,Z-Z0,M_PI/15.,Rayon/20.); |
228 | V3d::ArrowOfRadius(gIntArrow,X0,Y0,Z0,X0-X,Y0-Y,Z0-Z,M_PI/15.,Rayon/20.); |
229 | TCollection_AsciiString ValOfRadius(Rayon); |
230 | PText.SetCoord( .5*(X0+X), .5*(Y0+Y), .5*(Z0+Z) ); |
231 | gradius->Text(ValOfRadius.ToCString(),PText,0.01); |
232 | } |
233 | } |
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234 | |
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235 | // Display of the meridian |
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236 | |
237 | Quantity_Color Col2(Quantity_NOC_GREEN); |
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238 | Handle(Graphic3d_AspectLine3d) Asp2 = new Graphic3d_AspectLine3d(Col2,Aspect_TOL_SOLID,1.); |
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239 | gnopick->SetPrimitivesAspect(Asp2); |
240 | |
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241 | // Definition of the axis of circle |
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242 | aView->Up(DXRef,DYRef,DZRef); |
243 | this->Position(X,Y,Z); |
244 | DXini = X-X0; DYini = Y-Y0; DZini = Z-Z0; |
245 | VX = DYRef*DZini - DZRef*DYini; |
246 | VY = DZRef*DXini - DXRef*DZini; |
247 | VZ = DXRef*DYini - DYRef*DXini; |
248 | |
249 | V3d::CircleInPlane(gnopick,X0,Y0,Z0,VX,VY,VZ,Rayon); |
250 | |
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251 | // Display of the parallel |
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252 | |
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253 | // Definition of the axis of circle |
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254 | aView->Proj(VX,VY,VZ); |
255 | aView->Up(X1,Y1,Z1); |
256 | DXRef = VY * Z1 - VZ * Y1; |
257 | DYRef = VZ * X1 - VX * Z1; |
258 | DZRef = VX * Y1 - VY * X1; |
259 | this->Position(X,Y,Z); |
260 | DXini = X-X0; DYini = Y-Y0; DZini = Z-Z0; |
261 | VX = DYRef*DZini - DZRef*DYini; |
262 | VY = DZRef*DXini - DXRef*DZini; |
263 | VZ = DXRef*DYini - DYRef*DXini; |
264 | |
265 | V3d::CircleInPlane(gnopick,X0,Y0,Z0,VX,VY,VZ,Rayon); |
266 | } |
267 | |
268 | MyGraphicStructure->Connect(MyGraphicStructure1,Graphic3d_TOC_DESCENDANT); |
269 | MyTypeOfRepresentation = Pres; |
270 | MyGraphicStructure->Display(); |
271 | TheViewer->SetUpdateMode(UpdSov); |
272 | } |
273 | |
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274 | |
275 | void V3d_PositionLight::Tracking( const Handle(V3d_View)& aView, |
276 | const V3d_TypeOfPickLight WhatPick, |
277 | const Standard_Integer Xpix, |
278 | const Standard_Integer Ypix) { |
279 | |
280 | // Quantity_Color Col ; |
281 | Standard_Real xPos, yPos, zPos; |
282 | Standard_Real XPp,YPp,PXT,PYT,X,Y,Z,Rayon,Ylim; |
283 | Standard_Real XMinTrack,XMaxTrack,YMinTrack,YMaxTrack; |
284 | Standard_Real XT,YT,ZT,X0,Y0,Z0,XP,YP,ZP,VX,VY,VZ,A,B,C,Delta; |
285 | Standard_Real DX,DY,PXP,PYP,Xproj,Yproj; |
286 | Standard_Real A1,A2,B1,B2,Rap,OldRprj,NewRprj; |
287 | Standard_Real Xi,Yi,Zi,DeltaX,DeltaY,DeltaZ,Lambda; |
288 | Standard_Integer IPX,IPY; |
289 | |
290 | aView->Convert(Xpix,Ypix,XPp,YPp); |
291 | X0 = MyTarget.X(); |
292 | Y0 = MyTarget.Y(); |
293 | Z0 = MyTarget.Z(); |
294 | aView->Project(X0,Y0,Z0,PXT,PYT); |
295 | aView->Convert(PXT,PYT,IPX,IPY); |
81bba717 |
296 | // Coord 3d in the plane of projection of the target. |
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297 | aView->Convert(IPX,IPY,XT,YT,ZT); |
298 | switch (WhatPick) { |
299 | case V3d_POSITIONLIGHT : |
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300 | // The Coordinates should remain inside of the sphere |
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301 | Rayon = Radius(); |
302 | XMinTrack = PXT - Rayon; |
303 | XMaxTrack = PXT + Rayon; |
304 | Ylim = Sqrt( Square(Rayon) - Square(XPp - PXT) ); |
305 | YMinTrack = PYT - Ylim; |
306 | YMaxTrack = PYT + Ylim; |
307 | if (XPp >= XMinTrack && XPp <= XMaxTrack) { |
308 | if (YPp >= YMinTrack && YPp <= YMaxTrack) { |
309 | aView->ProjReferenceAxe(Xpix,Ypix,XP,YP,ZP,VX,VY,VZ); |
310 | DeltaX = X0 - XP; |
311 | DeltaY = Y0 - YP; |
312 | DeltaZ = Z0 - ZP; |
313 | |
81bba717 |
314 | // The point of intersection of straight lines defined by : |
315 | // - Straight line passing by the point of projection and the eye |
316 | // if this is a perspective, parralel to the normal of the view |
317 | // if this is an axonometric view. |
318 | // position in the view is parallel to the normal of the view |
319 | // - The distance position of the target camera is equal to the radius. |
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320 | |
321 | A = VX*VX + VY*VY + VZ*VZ ; |
322 | B = -2. * (VX*DeltaX + VY*DeltaY + VZ*DeltaZ); |
323 | C = DeltaX*DeltaX + DeltaY*DeltaY + DeltaZ*DeltaZ |
324 | - Rayon*Rayon ; |
325 | Delta = B*B - 4.*A*C; |
326 | if ( Delta >= 0 ) { |
327 | Lambda = (-B + Sqrt(Delta))/(2.*A); |
328 | X = XP + Lambda*VX; |
329 | Y = YP + Lambda*VY; |
330 | Z = ZP + Lambda*VZ; |
331 | SetPosition(X,Y,Z); |
332 | |
333 | if (MyType == V3d_SPOT) |
334 | ((V3d_SpotLight*)this)->SetDirection(X0-X,Y0-Y,Z0-Z); |
335 | |
336 | Display(aView,MyTypeOfRepresentation); |
337 | (aView->Viewer())->UpdateLights(); |
338 | } |
339 | } |
340 | } |
341 | break; |
342 | |
343 | case V3d_SPACELIGHT : |
344 | aView->Convert(PXT,PYT,IPX,IPY); |
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345 | // In this case Xpix,Ypix correspond to a distance, relative |
346 | // to the translation that is planned to be performed on the sphere. |
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347 | aView->Convert(IPX+Xpix,IPY+Ypix,X,Y,Z); |
348 | X = X+X0-XT; |
349 | Y = Y+Y0-YT; |
350 | Z = Z+Z0-ZT; |
351 | SetTarget(X,Y,Z); |
352 | Display(aView,MyTypeOfRepresentation); |
353 | (aView->Viewer())->UpdateLights(); |
354 | break; |
355 | |
356 | case V3d_ExtRADIUSLIGHT : |
357 | if (MyType == V3d_DIRECTIONAL) |
358 | break; |
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359 | // it is attempted to preserve the target direction position of the |
360 | // source ==> the point is projected on the target source direction. |
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361 | this->Position(Xi,Yi,Zi); |
362 | aView->Project(Xi,Yi,Zi,PXP,PYP); |
363 | DX = PXP - PXT; |
364 | DY = PYP - PYT; |
365 | A1 = DY/DX ; B1 = PYT - A1*PXT; |
366 | A2 = -DX/DY; B2 = YPp - A2*XPp; |
367 | Xproj = (B2 - B1) / (A1 - A2); |
368 | Yproj = A1*Xproj + B1; |
369 | if ( (DX*(Xproj-PXT) > 0.) && (DY*(Yproj-PYT) > 0.) ) { |
370 | OldRprj = Sqrt ( Square (PXP-PXT) + Square (PYP-PYT) ); |
371 | NewRprj = Sqrt ( Square (Xproj-PXT) + Square (Yproj-PYT) ); |
372 | Rap = NewRprj/OldRprj; |
373 | Rayon = Radius(); |
374 | Rayon = Rayon * Rap; |
375 | SetRadius(Rayon); |
376 | Display(aView,MyTypeOfRepresentation); |
377 | (aView->Viewer())->UpdateLights(); |
378 | } |
379 | break; |
380 | |
381 | case V3d_IntRADIUSLIGHT : |
382 | if (MyType == V3d_DIRECTIONAL) |
383 | break; |
81bba717 |
384 | // it is attempted to preserve the target direction position of the |
385 | // source ==> the point is projected on the target source direction. |
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386 | Position(Xi,Yi,Zi); |
387 | aView->Project(Xi,Yi,Zi,PXP,PYP); |
388 | DX = PXP - PXT; |
389 | DY = PYP - PYT; |
390 | A1 = DY/DX ; B1 = PYT - A1*PXT; |
391 | A2 = -DX/DY; B2 = YPp - A2*XPp; |
392 | Xproj = (B2 - B1) / (A1 - A2); |
393 | Yproj = A1*Xproj + B1; |
394 | if ( (DX*(Xproj-PXP) < 0.) && (DY*(Yproj-PYP) < 0.) ) { |
395 | OldRprj = Sqrt ( Square (PXP-PXT) + Square (PYP-PYT) ); |
396 | NewRprj = Sqrt ( Square (Xproj-PXP) + Square (Yproj-PYP) ); |
397 | Rap = NewRprj/OldRprj; |
398 | Rayon = Radius(); |
399 | Rayon = Rayon * Rap; |
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400 | // the source should remain at a fixed position, |
401 | // only the target is modified. |
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402 | Position (xPos, yPos, zPos); |
403 | Graphic3d_Vector Dir(Graphic3d_Vertex(xPos,yPos,zPos), MyTarget); |
404 | Dir.Normalize(); |
405 | Dir.Coord(X,Y,Z); |
406 | X = Xi + Rayon*X; |
407 | Y = Yi + Rayon*Y; |
408 | Z = Zi + Rayon*Z; |
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409 | // the source should remain at a fixed position, |
410 | // only the target is modified. |
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411 | MyTarget.SetCoord(X,Y,Z); |
412 | Display(aView,MyTypeOfRepresentation); |
413 | (aView->Viewer())->UpdateLights(); |
414 | } |
415 | break; |
416 | |
417 | case V3d_RADIUSTEXTLIGHT : |
418 | break; |
419 | |
420 | case V3d_NOTHING : |
421 | break; |
422 | } |
423 | } |
424 | |
425 | Standard_Real V3d_PositionLight::Radius() const { |
426 | |
427 | Standard_Real Xp,Yp,Zp, Xc,Yc,Zc; |
428 | |
429 | Position (Xp,Yp,Zp); |
430 | MyTarget.Coord(Xc,Yc,Zc); |
431 | |
432 | return Sqrt (Square(Xc - Xp) + Square(Yc - Yp) + Square(Zc - Zp)); |
433 | } |
434 | |
435 | void V3d_PositionLight::Erase() { |
436 | |
437 | if (!MyGraphicStructure.IsNull()) MyGraphicStructure->Erase(); |
438 | if (!MyGraphicStructure1.IsNull()) MyGraphicStructure1->Erase(); |
439 | } |
440 | |