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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 | V3d_PositionLight.cxx |
16 | Created: 30-03-98 ZOV (ZELENKOV Oleg) |
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17 | ************************************************************************/ |
18 | |
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19 | #include <gp_Ax1.hxx> |
20 | #include <gp_Dir.hxx> |
21 | #include <gp_Pnt.hxx> |
22 | #include <gp_Trsf.hxx> |
23 | #include <gp_Vec.hxx> |
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24 | #include <Graphic3d_ArrayOfSegments.hxx> |
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25 | #include <Graphic3d_AspectLine3d.hxx> |
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26 | #include <Graphic3d_AspectMarker3d.hxx> |
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27 | #include <Graphic3d_AspectText3d.hxx> |
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28 | #include <Graphic3d_Group.hxx> |
29 | #include <Graphic3d_Structure.hxx> |
30 | #include <Graphic3d_Vector.hxx> |
31 | #include <Graphic3d_Vertex.hxx> |
32 | #include <Standard_Type.hxx> |
33 | #include <TCollection_AsciiString.hxx> |
34 | #include <V3d.hxx> |
35 | #include <V3d_BadValue.hxx> |
36 | #include <V3d_PositionLight.hxx> |
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37 | #include <V3d_SpotLight.hxx> |
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38 | #include <V3d_View.hxx> |
39 | #include <V3d_Viewer.hxx> |
40 | #include <Visual3d_ContextPick.hxx> |
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41 | #include <Visual3d_Light.hxx> |
42 | #include <Visual3d_ViewManager.hxx> |
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43 | |
44 | V3d_PositionLight::V3d_PositionLight(const Handle(V3d_Viewer)& VM) : V3d_Light(VM) { |
45 | } |
46 | |
47 | void V3d_PositionLight::SetTarget(const Standard_Real X, const Standard_Real Y, const Standard_Real Z) { |
48 | |
49 | Standard_Real Xc,Yc,Zc, Xp,Yp,Zp; |
50 | |
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51 | // Recalculation of the position |
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52 | MyTarget.Coord(Xc,Yc,Zc); |
53 | Position (Xp,Yp,Zp) ; |
54 | |
55 | Xp = Xp + (X - Xc); |
56 | Yp = Yp + (Y - Yc); |
57 | Zp = Zp + (Z - Zc); |
58 | |
59 | // Affectation |
60 | MyTarget.SetCoord(X,Y,Z); |
61 | SetPosition(Xp,Yp,Zp) ; |
62 | } |
63 | |
64 | void V3d_PositionLight::SetRadius(const Standard_Real Radius) { |
65 | |
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66 | V3d_BadValue_Raise_if( Radius <= 0. , "V3d_PositionLight::SetRadius, bad radius"); |
67 | V3d_BadValue_Raise_if( MyType == V3d_DIRECTIONAL , "V3d_PositionLight::SetRadius, bad light type"); |
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68 | |
69 | Standard_Real X0,Y0,Z0, Xn,Yn,Zn, Xp,Yp,Zp; |
70 | |
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71 | // The target point remains unchanged, only the position of the light is modified |
72 | // by preserving the direction. |
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73 | Position (Xp,Yp,Zp); |
74 | Graphic3d_Vector D(MyTarget, Graphic3d_Vertex(Xp, Yp, Zp)); |
75 | D.Normalize(); |
76 | D.Coord(Xn,Yn,Zn); |
77 | MyTarget.Coord(X0,Y0,Z0); |
78 | Xn = X0 + Radius*Xn; |
79 | Yn = Y0 + Radius*Yn; |
80 | Zn = Z0 + Radius*Zn; |
81 | |
82 | SetPosition(Xn,Yn,Zn) ; |
83 | } |
84 | |
85 | void V3d_PositionLight::OnHideFace(const Handle(V3d_View)& aView) { |
86 | |
87 | Standard_Real Xp,Yp,Zp, X,Y,Z, VX,VY,VZ; |
88 | |
89 | Position (Xp,Yp,Zp); |
90 | V3d_Light::SymetricPointOnSphere (aView, |
91 | MyTarget, Graphic3d_Vertex(Xp,Yp,Yp), Radius(), X,Y,Z, VX,VY,VZ); |
92 | |
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93 | // This is a visible point |
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94 | if ((VX*(X-Xp) < 0.) && (VY*(Y-Yp) < 0.) && (VZ*(Z-Zp) < 0.)) |
95 | SetPosition (X,Y,Z); |
96 | } |
97 | |
98 | void V3d_PositionLight::OnSeeFace(const Handle(V3d_View)& aView) { |
99 | |
100 | Standard_Real Xp,Yp,Zp, X,Y,Z, VX,VY,VZ; |
101 | |
102 | Position (Xp,Yp,Zp); |
103 | V3d_Light::SymetricPointOnSphere (aView, |
104 | MyTarget, Graphic3d_Vertex(Xp,Yp,Yp), Radius(), X,Y,Z, VX,VY,VZ); |
105 | |
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106 | // This is a hidden point |
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107 | if ((VX*(X-Xp) > 0.) && (VY*(Y-Yp) > 0.) && (VZ*(Z-Zp) > 0.)) |
108 | SetPosition (X,Y,Z); |
109 | } |
110 | |
111 | Standard_Boolean V3d_PositionLight::SeeOrHide(const Handle(V3d_View)& aView) const { |
112 | |
113 | Standard_Real Xp,Yp,Zp, X,Y,Z, VX,VY,VZ; |
114 | |
115 | Position (Xp,Yp,Zp); |
116 | V3d_Light::SymetricPointOnSphere (aView, |
117 | MyTarget, Graphic3d_Vertex(Xp,Yp,Yp), Radius(), X,Y,Z, VX,VY,VZ); |
118 | |
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119 | // Is it a visible or a hidden point |
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120 | return ( (VX*(X-Xp) > 0.) || (VY*(Y-Yp) > 0.) || (VZ*(Z-Zp) > 0.) )? |
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121 | // the source is on the hidden face |
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122 | Standard_False: |
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123 | // the source is on the visible face. |
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124 | Standard_True; |
125 | } |
126 | |
127 | void V3d_PositionLight::Target(Standard_Real& Xp, Standard_Real& Yp, Standard_Real& Zp)const { |
128 | |
129 | MyTarget.Coord(Xp,Yp,Zp) ; |
130 | } |
131 | |
132 | void V3d_PositionLight::Display( const Handle(V3d_View)& aView, |
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133 | const V3d_TypeOfRepresentation TPres ) |
134 | { |
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135 | Graphic3d_Vertex PText ; |
136 | Standard_Real X,Y,Z,Rayon; |
137 | Standard_Real X0,Y0,Z0,VX,VY,VZ; |
138 | Standard_Real X1,Y1,Z1; |
139 | Standard_Real DXRef,DYRef,DZRef,DXini,DYini,DZini; |
140 | Standard_Real R1,G1,B1; |
141 | V3d_TypeOfRepresentation Pres; |
142 | V3d_TypeOfUpdate UpdSov; |
143 | |
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144 | // Creation of a structure of markable elements (position of the |
145 | // light, and the domain of lighting represented by a circle) |
146 | // Creation of a structure snopick of non-markable elements (target, meridian and |
147 | // parallel). |
148 | |
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149 | Pres = TPres; |
150 | Handle(V3d_Viewer) TheViewer = aView->Viewer(); |
151 | UpdSov = TheViewer->UpdateMode(); |
152 | TheViewer->SetUpdateMode(V3d_WAIT); |
153 | if (!MyGraphicStructure.IsNull()) { |
154 | MyGraphicStructure->Disconnect(MyGraphicStructure1); |
155 | MyGraphicStructure->Clear(); |
156 | MyGraphicStructure1->Clear(); |
157 | if (Pres == V3d_SAMELAST) Pres = MyTypeOfRepresentation; |
158 | } |
159 | else { |
160 | if (Pres == V3d_SAMELAST) Pres = V3d_SIMPLE; |
161 | Handle(Graphic3d_Structure) slight = new Graphic3d_Structure(TheViewer->Viewer()); |
162 | MyGraphicStructure = slight; |
163 | Handle(Graphic3d_Structure) snopick = new Graphic3d_Structure(TheViewer->Viewer()); |
164 | MyGraphicStructure1 = snopick; |
165 | } |
166 | |
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167 | Handle(Graphic3d_Group) gradius, gExtArrow, gIntArrow; |
168 | if (MyType != V3d_DIRECTIONAL |
169 | && Pres == V3d_COMPLETE) |
170 | { |
171 | gradius = MyGraphicStructure->NewGroup(); |
172 | gExtArrow = MyGraphicStructure->NewGroup(); |
173 | gIntArrow = MyGraphicStructure->NewGroup(); |
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174 | } |
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175 | Handle(Graphic3d_Group) glight = MyGraphicStructure->NewGroup(); |
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176 | Handle(Graphic3d_Group) gsphere; |
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177 | if (Pres == V3d_COMPLETE |
178 | || Pres == V3d_PARTIAL) |
179 | { |
180 | gsphere = MyGraphicStructure->NewGroup(); |
181 | } |
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182 | |
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183 | Handle(Graphic3d_Group) gnopick = MyGraphicStructure1->NewGroup(); |
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184 | |
185 | X0 = MyTarget.X(); |
186 | Y0 = MyTarget.Y(); |
187 | Z0 = MyTarget.Z(); |
188 | |
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189 | // Display of the light position. |
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190 | |
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191 | this->Color(Quantity_TOC_RGB,R1,G1,B1); |
192 | Quantity_Color Col1(R1,G1,B1,Quantity_TOC_RGB); |
193 | Handle(Graphic3d_AspectLine3d) Asp1 = new Graphic3d_AspectLine3d(); |
194 | Asp1->SetColor(Col1); |
195 | glight->SetPrimitivesAspect(Asp1); |
196 | this->Symbol(glight,aView); |
197 | |
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198 | // Display of the marking sphere (limit at the circle). |
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199 | |
200 | if (Pres == V3d_COMPLETE || Pres == V3d_PARTIAL) { |
201 | |
202 | Rayon = this->Radius(); |
203 | aView->Proj(VX,VY,VZ); |
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204 | V3d::CircleInPlane(gsphere,X0,Y0,Z0,VX,VY,VZ,Rayon); |
205 | |
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206 | if (MyType != V3d_DIRECTIONAL) { |
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207 | |
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208 | //Display of the radius of the sphere (line + text) |
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209 | |
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210 | if (Pres == V3d_COMPLETE) { |
211 | this->Position(X,Y,Z); |
212 | Handle(Graphic3d_ArrayOfSegments) aPrims = new Graphic3d_ArrayOfSegments(2); |
213 | aPrims->AddVertex(X0,Y0,Z0); |
214 | aPrims->AddVertex(X,Y,Z); |
215 | gnopick->AddPrimitiveArray(aPrims); |
216 | 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.); |
217 | V3d::ArrowOfRadius(gIntArrow,X0,Y0,Z0,X0-X,Y0-Y,Z0-Z,M_PI/15.,Rayon/20.); |
218 | TCollection_AsciiString ValOfRadius(Rayon); |
219 | PText.SetCoord( .5*(X0+X), .5*(Y0+Y), .5*(Z0+Z) ); |
220 | gradius->Text(ValOfRadius.ToCString(),PText,0.01); |
221 | } |
222 | } |
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223 | |
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224 | // Display of the meridian |
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225 | |
226 | Quantity_Color Col2(Quantity_NOC_GREEN); |
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227 | Handle(Graphic3d_AspectLine3d) Asp2 = new Graphic3d_AspectLine3d(Col2,Aspect_TOL_SOLID,1.); |
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228 | gnopick->SetPrimitivesAspect(Asp2); |
229 | |
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230 | // Definition of the axis of circle |
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231 | aView->Up(DXRef,DYRef,DZRef); |
232 | this->Position(X,Y,Z); |
233 | DXini = X-X0; DYini = Y-Y0; DZini = Z-Z0; |
234 | VX = DYRef*DZini - DZRef*DYini; |
235 | VY = DZRef*DXini - DXRef*DZini; |
236 | VZ = DXRef*DYini - DYRef*DXini; |
237 | |
238 | V3d::CircleInPlane(gnopick,X0,Y0,Z0,VX,VY,VZ,Rayon); |
239 | |
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240 | // Display of the parallel |
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241 | |
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242 | // Definition of the axis of circle |
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243 | aView->Proj(VX,VY,VZ); |
244 | aView->Up(X1,Y1,Z1); |
245 | DXRef = VY * Z1 - VZ * Y1; |
246 | DYRef = VZ * X1 - VX * Z1; |
247 | DZRef = VX * Y1 - VY * X1; |
248 | this->Position(X,Y,Z); |
249 | DXini = X-X0; DYini = Y-Y0; DZini = Z-Z0; |
250 | VX = DYRef*DZini - DZRef*DYini; |
251 | VY = DZRef*DXini - DXRef*DZini; |
252 | VZ = DXRef*DYini - DYRef*DXini; |
253 | |
254 | V3d::CircleInPlane(gnopick,X0,Y0,Z0,VX,VY,VZ,Rayon); |
255 | } |
256 | |
257 | MyGraphicStructure->Connect(MyGraphicStructure1,Graphic3d_TOC_DESCENDANT); |
258 | MyTypeOfRepresentation = Pres; |
259 | MyGraphicStructure->Display(); |
260 | TheViewer->SetUpdateMode(UpdSov); |
261 | } |
262 | |
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263 | |
264 | void V3d_PositionLight::Tracking( const Handle(V3d_View)& aView, |
265 | const V3d_TypeOfPickLight WhatPick, |
266 | const Standard_Integer Xpix, |
267 | const Standard_Integer Ypix) { |
268 | |
269 | // Quantity_Color Col ; |
270 | Standard_Real xPos, yPos, zPos; |
271 | Standard_Real XPp,YPp,PXT,PYT,X,Y,Z,Rayon,Ylim; |
272 | Standard_Real XMinTrack,XMaxTrack,YMinTrack,YMaxTrack; |
273 | Standard_Real XT,YT,ZT,X0,Y0,Z0,XP,YP,ZP,VX,VY,VZ,A,B,C,Delta; |
274 | Standard_Real DX,DY,PXP,PYP,Xproj,Yproj; |
275 | Standard_Real A1,A2,B1,B2,Rap,OldRprj,NewRprj; |
276 | Standard_Real Xi,Yi,Zi,DeltaX,DeltaY,DeltaZ,Lambda; |
277 | Standard_Integer IPX,IPY; |
278 | |
279 | aView->Convert(Xpix,Ypix,XPp,YPp); |
280 | X0 = MyTarget.X(); |
281 | Y0 = MyTarget.Y(); |
282 | Z0 = MyTarget.Z(); |
283 | aView->Project(X0,Y0,Z0,PXT,PYT); |
284 | aView->Convert(PXT,PYT,IPX,IPY); |
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285 | // Coord 3d in the plane of projection of the target. |
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286 | aView->Convert(IPX,IPY,XT,YT,ZT); |
287 | switch (WhatPick) { |
288 | case V3d_POSITIONLIGHT : |
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289 | // The Coordinates should remain inside of the sphere |
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290 | Rayon = Radius(); |
291 | XMinTrack = PXT - Rayon; |
292 | XMaxTrack = PXT + Rayon; |
293 | Ylim = Sqrt( Square(Rayon) - Square(XPp - PXT) ); |
294 | YMinTrack = PYT - Ylim; |
295 | YMaxTrack = PYT + Ylim; |
296 | if (XPp >= XMinTrack && XPp <= XMaxTrack) { |
297 | if (YPp >= YMinTrack && YPp <= YMaxTrack) { |
298 | aView->ProjReferenceAxe(Xpix,Ypix,XP,YP,ZP,VX,VY,VZ); |
299 | DeltaX = X0 - XP; |
300 | DeltaY = Y0 - YP; |
301 | DeltaZ = Z0 - ZP; |
302 | |
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303 | // The point of intersection of straight lines defined by : |
304 | // - Straight line passing by the point of projection and the eye |
305 | // if this is a perspective, parralel to the normal of the view |
306 | // if this is an axonometric view. |
307 | // position in the view is parallel to the normal of the view |
308 | // - The distance position of the target camera is equal to the radius. |
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309 | |
310 | A = VX*VX + VY*VY + VZ*VZ ; |
311 | B = -2. * (VX*DeltaX + VY*DeltaY + VZ*DeltaZ); |
312 | C = DeltaX*DeltaX + DeltaY*DeltaY + DeltaZ*DeltaZ |
313 | - Rayon*Rayon ; |
314 | Delta = B*B - 4.*A*C; |
315 | if ( Delta >= 0 ) { |
316 | Lambda = (-B + Sqrt(Delta))/(2.*A); |
317 | X = XP + Lambda*VX; |
318 | Y = YP + Lambda*VY; |
319 | Z = ZP + Lambda*VZ; |
320 | SetPosition(X,Y,Z); |
321 | |
322 | if (MyType == V3d_SPOT) |
323 | ((V3d_SpotLight*)this)->SetDirection(X0-X,Y0-Y,Z0-Z); |
324 | |
325 | Display(aView,MyTypeOfRepresentation); |
326 | (aView->Viewer())->UpdateLights(); |
327 | } |
328 | } |
329 | } |
330 | break; |
331 | |
332 | case V3d_SPACELIGHT : |
333 | aView->Convert(PXT,PYT,IPX,IPY); |
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334 | // In this case Xpix,Ypix correspond to a distance, relative |
335 | // to the translation that is planned to be performed on the sphere. |
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336 | aView->Convert(IPX+Xpix,IPY+Ypix,X,Y,Z); |
337 | X = X+X0-XT; |
338 | Y = Y+Y0-YT; |
339 | Z = Z+Z0-ZT; |
340 | SetTarget(X,Y,Z); |
341 | Display(aView,MyTypeOfRepresentation); |
342 | (aView->Viewer())->UpdateLights(); |
343 | break; |
344 | |
345 | case V3d_ExtRADIUSLIGHT : |
346 | if (MyType == V3d_DIRECTIONAL) |
347 | break; |
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348 | // it is attempted to preserve the target direction position of the |
349 | // source ==> the point is projected on the target source direction. |
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350 | this->Position(Xi,Yi,Zi); |
351 | aView->Project(Xi,Yi,Zi,PXP,PYP); |
352 | DX = PXP - PXT; |
353 | DY = PYP - PYT; |
354 | A1 = DY/DX ; B1 = PYT - A1*PXT; |
355 | A2 = -DX/DY; B2 = YPp - A2*XPp; |
356 | Xproj = (B2 - B1) / (A1 - A2); |
357 | Yproj = A1*Xproj + B1; |
358 | if ( (DX*(Xproj-PXT) > 0.) && (DY*(Yproj-PYT) > 0.) ) { |
359 | OldRprj = Sqrt ( Square (PXP-PXT) + Square (PYP-PYT) ); |
360 | NewRprj = Sqrt ( Square (Xproj-PXT) + Square (Yproj-PYT) ); |
361 | Rap = NewRprj/OldRprj; |
362 | Rayon = Radius(); |
363 | Rayon = Rayon * Rap; |
364 | SetRadius(Rayon); |
365 | Display(aView,MyTypeOfRepresentation); |
366 | (aView->Viewer())->UpdateLights(); |
367 | } |
368 | break; |
369 | |
370 | case V3d_IntRADIUSLIGHT : |
371 | if (MyType == V3d_DIRECTIONAL) |
372 | break; |
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373 | // it is attempted to preserve the target direction position of the |
374 | // source ==> the point is projected on the target source direction. |
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375 | Position(Xi,Yi,Zi); |
376 | aView->Project(Xi,Yi,Zi,PXP,PYP); |
377 | DX = PXP - PXT; |
378 | DY = PYP - PYT; |
379 | A1 = DY/DX ; B1 = PYT - A1*PXT; |
380 | A2 = -DX/DY; B2 = YPp - A2*XPp; |
381 | Xproj = (B2 - B1) / (A1 - A2); |
382 | Yproj = A1*Xproj + B1; |
383 | if ( (DX*(Xproj-PXP) < 0.) && (DY*(Yproj-PYP) < 0.) ) { |
384 | OldRprj = Sqrt ( Square (PXP-PXT) + Square (PYP-PYT) ); |
385 | NewRprj = Sqrt ( Square (Xproj-PXP) + Square (Yproj-PYP) ); |
386 | Rap = NewRprj/OldRprj; |
387 | Rayon = Radius(); |
388 | Rayon = Rayon * Rap; |
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389 | // the source should remain at a fixed position, |
390 | // only the target is modified. |
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391 | Position (xPos, yPos, zPos); |
392 | Graphic3d_Vector Dir(Graphic3d_Vertex(xPos,yPos,zPos), MyTarget); |
393 | Dir.Normalize(); |
394 | Dir.Coord(X,Y,Z); |
395 | X = Xi + Rayon*X; |
396 | Y = Yi + Rayon*Y; |
397 | Z = Zi + Rayon*Z; |
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398 | // the source should remain at a fixed position, |
399 | // only the target is modified. |
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400 | MyTarget.SetCoord(X,Y,Z); |
401 | Display(aView,MyTypeOfRepresentation); |
402 | (aView->Viewer())->UpdateLights(); |
403 | } |
404 | break; |
405 | |
406 | case V3d_RADIUSTEXTLIGHT : |
407 | break; |
408 | |
409 | case V3d_NOTHING : |
410 | break; |
411 | } |
412 | } |
413 | |
414 | Standard_Real V3d_PositionLight::Radius() const { |
415 | |
416 | Standard_Real Xp,Yp,Zp, Xc,Yc,Zc; |
417 | |
418 | Position (Xp,Yp,Zp); |
419 | MyTarget.Coord(Xc,Yc,Zc); |
420 | |
421 | return Sqrt (Square(Xc - Xp) + Square(Yc - Yp) + Square(Zc - Zp)); |
422 | } |
423 | |
424 | void V3d_PositionLight::Erase() { |
425 | |
426 | if (!MyGraphicStructure.IsNull()) MyGraphicStructure->Erase(); |
427 | if (!MyGraphicStructure1.IsNull()) MyGraphicStructure1->Erase(); |
428 | } |
429 | |