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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> |
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42 | #include <V3d_BadValue.hxx> |
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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> |
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49 | |
50 | V3d_PositionLight::V3d_PositionLight(const Handle(V3d_Viewer)& VM) : V3d_Light(VM) { |
51 | } |
52 | |
53 | void V3d_PositionLight::SetTarget(const Standard_Real X, const Standard_Real Y, const Standard_Real Z) { |
54 | |
55 | Standard_Real Xc,Yc,Zc, Xp,Yp,Zp; |
56 | |
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57 | // Recalculation of the position |
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58 | MyTarget.Coord(Xc,Yc,Zc); |
59 | Position (Xp,Yp,Zp) ; |
60 | |
61 | Xp = Xp + (X - Xc); |
62 | Yp = Yp + (Y - Yc); |
63 | Zp = Zp + (Z - Zc); |
64 | |
65 | // Affectation |
66 | MyTarget.SetCoord(X,Y,Z); |
67 | SetPosition(Xp,Yp,Zp) ; |
68 | } |
69 | |
70 | void V3d_PositionLight::SetRadius(const Standard_Real Radius) { |
71 | |
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72 | V3d_BadValue_Raise_if( Radius <= 0. , "V3d_PositionLight::SetRadius, bad radius"); |
73 | V3d_BadValue_Raise_if( MyType == V3d_DIRECTIONAL , "V3d_PositionLight::SetRadius, bad light type"); |
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74 | |
75 | Standard_Real X0,Y0,Z0, Xn,Yn,Zn, Xp,Yp,Zp; |
76 | |
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77 | // The target point remains unchanged, only the position of the light is modified |
78 | // by preserving the direction. |
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79 | Position (Xp,Yp,Zp); |
80 | Graphic3d_Vector D(MyTarget, Graphic3d_Vertex(Xp, Yp, Zp)); |
81 | D.Normalize(); |
82 | D.Coord(Xn,Yn,Zn); |
83 | MyTarget.Coord(X0,Y0,Z0); |
84 | Xn = X0 + Radius*Xn; |
85 | Yn = Y0 + Radius*Yn; |
86 | Zn = Z0 + Radius*Zn; |
87 | |
88 | SetPosition(Xn,Yn,Zn) ; |
89 | } |
90 | |
91 | void V3d_PositionLight::OnHideFace(const Handle(V3d_View)& aView) { |
92 | |
93 | Standard_Real Xp,Yp,Zp, X,Y,Z, VX,VY,VZ; |
94 | |
95 | Position (Xp,Yp,Zp); |
96 | V3d_Light::SymetricPointOnSphere (aView, |
97 | MyTarget, Graphic3d_Vertex(Xp,Yp,Yp), Radius(), X,Y,Z, VX,VY,VZ); |
98 | |
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99 | // This is a visible point |
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100 | if ((VX*(X-Xp) < 0.) && (VY*(Y-Yp) < 0.) && (VZ*(Z-Zp) < 0.)) |
101 | SetPosition (X,Y,Z); |
102 | } |
103 | |
104 | void V3d_PositionLight::OnSeeFace(const Handle(V3d_View)& aView) { |
105 | |
106 | Standard_Real Xp,Yp,Zp, X,Y,Z, VX,VY,VZ; |
107 | |
108 | Position (Xp,Yp,Zp); |
109 | V3d_Light::SymetricPointOnSphere (aView, |
110 | MyTarget, Graphic3d_Vertex(Xp,Yp,Yp), Radius(), X,Y,Z, VX,VY,VZ); |
111 | |
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112 | // This is a hidden point |
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113 | if ((VX*(X-Xp) > 0.) && (VY*(Y-Yp) > 0.) && (VZ*(Z-Zp) > 0.)) |
114 | SetPosition (X,Y,Z); |
115 | } |
116 | |
117 | Standard_Boolean V3d_PositionLight::SeeOrHide(const Handle(V3d_View)& aView) const { |
118 | |
119 | Standard_Real Xp,Yp,Zp, X,Y,Z, VX,VY,VZ; |
120 | |
121 | Position (Xp,Yp,Zp); |
122 | V3d_Light::SymetricPointOnSphere (aView, |
123 | MyTarget, Graphic3d_Vertex(Xp,Yp,Yp), Radius(), X,Y,Z, VX,VY,VZ); |
124 | |
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125 | // Is it a visible or a hidden point |
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126 | return ( (VX*(X-Xp) > 0.) || (VY*(Y-Yp) > 0.) || (VZ*(Z-Zp) > 0.) )? |
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127 | // the source is on the hidden face |
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128 | Standard_False: |
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129 | // the source is on the visible face. |
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130 | Standard_True; |
131 | } |
132 | |
133 | void V3d_PositionLight::Target(Standard_Real& Xp, Standard_Real& Yp, Standard_Real& Zp)const { |
134 | |
135 | MyTarget.Coord(Xp,Yp,Zp) ; |
136 | } |
137 | |
138 | void V3d_PositionLight::Display( const Handle(V3d_View)& aView, |
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139 | const V3d_TypeOfRepresentation TPres ) |
140 | { |
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141 | Graphic3d_Vertex PText ; |
142 | Standard_Real X,Y,Z,Rayon; |
143 | Standard_Real X0,Y0,Z0,VX,VY,VZ; |
144 | Standard_Real X1,Y1,Z1; |
145 | Standard_Real DXRef,DYRef,DZRef,DXini,DYini,DZini; |
146 | Standard_Real R1,G1,B1; |
147 | V3d_TypeOfRepresentation Pres; |
148 | V3d_TypeOfUpdate UpdSov; |
149 | |
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150 | // Creation of a structure of markable elements (position of the |
151 | // light, and the domain of lighting represented by a circle) |
152 | // Creation of a structure snopick of non-markable elements (target, meridian and |
153 | // parallel). |
154 | |
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155 | Pres = TPres; |
156 | Handle(V3d_Viewer) TheViewer = aView->Viewer(); |
157 | UpdSov = TheViewer->UpdateMode(); |
158 | TheViewer->SetUpdateMode(V3d_WAIT); |
159 | if (!MyGraphicStructure.IsNull()) { |
160 | MyGraphicStructure->Disconnect(MyGraphicStructure1); |
161 | MyGraphicStructure->Clear(); |
162 | MyGraphicStructure1->Clear(); |
163 | if (Pres == V3d_SAMELAST) Pres = MyTypeOfRepresentation; |
164 | } |
165 | else { |
166 | if (Pres == V3d_SAMELAST) Pres = V3d_SIMPLE; |
167 | Handle(Graphic3d_Structure) slight = new Graphic3d_Structure(TheViewer->Viewer()); |
168 | MyGraphicStructure = slight; |
169 | Handle(Graphic3d_Structure) snopick = new Graphic3d_Structure(TheViewer->Viewer()); |
170 | MyGraphicStructure1 = snopick; |
171 | } |
172 | |
173 | Handle(Graphic3d_Group) gradius; |
174 | Handle(Graphic3d_Group) gExtArrow; |
175 | Handle(Graphic3d_Group) gIntArrow; |
176 | |
177 | if (MyType != V3d_DIRECTIONAL) { |
178 | if (Pres == V3d_COMPLETE) { |
179 | gradius = new Graphic3d_Group(MyGraphicStructure); |
180 | gExtArrow = new Graphic3d_Group(MyGraphicStructure); |
181 | gIntArrow = new Graphic3d_Group(MyGraphicStructure); |
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182 | } |
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183 | } |
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184 | Handle(Graphic3d_Group) glight = new Graphic3d_Group(MyGraphicStructure); |
185 | Handle(Graphic3d_Group) gsphere; |
186 | if (Pres == V3d_COMPLETE || Pres == V3d_PARTIAL) gsphere = new Graphic3d_Group(MyGraphicStructure); |
187 | |
188 | Handle(Graphic3d_Group) gnopick = new Graphic3d_Group(MyGraphicStructure1); |
189 | MyGraphicStructure1->SetPick(Standard_False); |
190 | |
191 | X0 = MyTarget.X(); |
192 | Y0 = MyTarget.Y(); |
193 | Z0 = MyTarget.Z(); |
194 | |
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195 | // Display of the light position. |
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196 | |
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197 | this->Color(Quantity_TOC_RGB,R1,G1,B1); |
198 | Quantity_Color Col1(R1,G1,B1,Quantity_TOC_RGB); |
199 | Handle(Graphic3d_AspectLine3d) Asp1 = new Graphic3d_AspectLine3d(); |
200 | Asp1->SetColor(Col1); |
201 | glight->SetPrimitivesAspect(Asp1); |
202 | this->Symbol(glight,aView); |
203 | |
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204 | // Display of the marking sphere (limit at the circle). |
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205 | |
206 | if (Pres == V3d_COMPLETE || Pres == V3d_PARTIAL) { |
207 | |
208 | Rayon = this->Radius(); |
209 | aView->Proj(VX,VY,VZ); |
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210 | V3d::CircleInPlane(gsphere,X0,Y0,Z0,VX,VY,VZ,Rayon); |
211 | |
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212 | if (MyType != V3d_DIRECTIONAL) { |
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213 | |
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214 | //Display of the radius of the sphere (line + text) |
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215 | |
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216 | if (Pres == V3d_COMPLETE) { |
217 | this->Position(X,Y,Z); |
218 | Handle(Graphic3d_ArrayOfSegments) aPrims = new Graphic3d_ArrayOfSegments(2); |
219 | aPrims->AddVertex(X0,Y0,Z0); |
220 | aPrims->AddVertex(X,Y,Z); |
221 | gnopick->AddPrimitiveArray(aPrims); |
222 | 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.); |
223 | V3d::ArrowOfRadius(gIntArrow,X0,Y0,Z0,X0-X,Y0-Y,Z0-Z,M_PI/15.,Rayon/20.); |
224 | TCollection_AsciiString ValOfRadius(Rayon); |
225 | PText.SetCoord( .5*(X0+X), .5*(Y0+Y), .5*(Z0+Z) ); |
226 | gradius->Text(ValOfRadius.ToCString(),PText,0.01); |
227 | } |
228 | } |
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229 | |
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230 | // Display of the meridian |
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231 | |
232 | Quantity_Color Col2(Quantity_NOC_GREEN); |
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233 | Handle(Graphic3d_AspectLine3d) Asp2 = new Graphic3d_AspectLine3d(Col2,Aspect_TOL_SOLID,1.); |
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234 | gnopick->SetPrimitivesAspect(Asp2); |
235 | |
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236 | // Definition of the axis of circle |
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237 | aView->Up(DXRef,DYRef,DZRef); |
238 | this->Position(X,Y,Z); |
239 | DXini = X-X0; DYini = Y-Y0; DZini = Z-Z0; |
240 | VX = DYRef*DZini - DZRef*DYini; |
241 | VY = DZRef*DXini - DXRef*DZini; |
242 | VZ = DXRef*DYini - DYRef*DXini; |
243 | |
244 | V3d::CircleInPlane(gnopick,X0,Y0,Z0,VX,VY,VZ,Rayon); |
245 | |
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246 | // Display of the parallel |
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247 | |
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248 | // Definition of the axis of circle |
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249 | aView->Proj(VX,VY,VZ); |
250 | aView->Up(X1,Y1,Z1); |
251 | DXRef = VY * Z1 - VZ * Y1; |
252 | DYRef = VZ * X1 - VX * Z1; |
253 | DZRef = VX * Y1 - VY * X1; |
254 | this->Position(X,Y,Z); |
255 | DXini = X-X0; DYini = Y-Y0; DZini = Z-Z0; |
256 | VX = DYRef*DZini - DZRef*DYini; |
257 | VY = DZRef*DXini - DXRef*DZini; |
258 | VZ = DXRef*DYini - DYRef*DXini; |
259 | |
260 | V3d::CircleInPlane(gnopick,X0,Y0,Z0,VX,VY,VZ,Rayon); |
261 | } |
262 | |
263 | MyGraphicStructure->Connect(MyGraphicStructure1,Graphic3d_TOC_DESCENDANT); |
264 | MyTypeOfRepresentation = Pres; |
265 | MyGraphicStructure->Display(); |
266 | TheViewer->SetUpdateMode(UpdSov); |
267 | } |
268 | |
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269 | |
270 | void V3d_PositionLight::Tracking( const Handle(V3d_View)& aView, |
271 | const V3d_TypeOfPickLight WhatPick, |
272 | const Standard_Integer Xpix, |
273 | const Standard_Integer Ypix) { |
274 | |
275 | // Quantity_Color Col ; |
276 | Standard_Real xPos, yPos, zPos; |
277 | Standard_Real XPp,YPp,PXT,PYT,X,Y,Z,Rayon,Ylim; |
278 | Standard_Real XMinTrack,XMaxTrack,YMinTrack,YMaxTrack; |
279 | Standard_Real XT,YT,ZT,X0,Y0,Z0,XP,YP,ZP,VX,VY,VZ,A,B,C,Delta; |
280 | Standard_Real DX,DY,PXP,PYP,Xproj,Yproj; |
281 | Standard_Real A1,A2,B1,B2,Rap,OldRprj,NewRprj; |
282 | Standard_Real Xi,Yi,Zi,DeltaX,DeltaY,DeltaZ,Lambda; |
283 | Standard_Integer IPX,IPY; |
284 | |
285 | aView->Convert(Xpix,Ypix,XPp,YPp); |
286 | X0 = MyTarget.X(); |
287 | Y0 = MyTarget.Y(); |
288 | Z0 = MyTarget.Z(); |
289 | aView->Project(X0,Y0,Z0,PXT,PYT); |
290 | aView->Convert(PXT,PYT,IPX,IPY); |
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291 | // Coord 3d in the plane of projection of the target. |
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292 | aView->Convert(IPX,IPY,XT,YT,ZT); |
293 | switch (WhatPick) { |
294 | case V3d_POSITIONLIGHT : |
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295 | // The Coordinates should remain inside of the sphere |
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296 | Rayon = Radius(); |
297 | XMinTrack = PXT - Rayon; |
298 | XMaxTrack = PXT + Rayon; |
299 | Ylim = Sqrt( Square(Rayon) - Square(XPp - PXT) ); |
300 | YMinTrack = PYT - Ylim; |
301 | YMaxTrack = PYT + Ylim; |
302 | if (XPp >= XMinTrack && XPp <= XMaxTrack) { |
303 | if (YPp >= YMinTrack && YPp <= YMaxTrack) { |
304 | aView->ProjReferenceAxe(Xpix,Ypix,XP,YP,ZP,VX,VY,VZ); |
305 | DeltaX = X0 - XP; |
306 | DeltaY = Y0 - YP; |
307 | DeltaZ = Z0 - ZP; |
308 | |
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309 | // The point of intersection of straight lines defined by : |
310 | // - Straight line passing by the point of projection and the eye |
311 | // if this is a perspective, parralel to the normal of the view |
312 | // if this is an axonometric view. |
313 | // position in the view is parallel to the normal of the view |
314 | // - The distance position of the target camera is equal to the radius. |
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315 | |
316 | A = VX*VX + VY*VY + VZ*VZ ; |
317 | B = -2. * (VX*DeltaX + VY*DeltaY + VZ*DeltaZ); |
318 | C = DeltaX*DeltaX + DeltaY*DeltaY + DeltaZ*DeltaZ |
319 | - Rayon*Rayon ; |
320 | Delta = B*B - 4.*A*C; |
321 | if ( Delta >= 0 ) { |
322 | Lambda = (-B + Sqrt(Delta))/(2.*A); |
323 | X = XP + Lambda*VX; |
324 | Y = YP + Lambda*VY; |
325 | Z = ZP + Lambda*VZ; |
326 | SetPosition(X,Y,Z); |
327 | |
328 | if (MyType == V3d_SPOT) |
329 | ((V3d_SpotLight*)this)->SetDirection(X0-X,Y0-Y,Z0-Z); |
330 | |
331 | Display(aView,MyTypeOfRepresentation); |
332 | (aView->Viewer())->UpdateLights(); |
333 | } |
334 | } |
335 | } |
336 | break; |
337 | |
338 | case V3d_SPACELIGHT : |
339 | aView->Convert(PXT,PYT,IPX,IPY); |
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340 | // In this case Xpix,Ypix correspond to a distance, relative |
341 | // to the translation that is planned to be performed on the sphere. |
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342 | aView->Convert(IPX+Xpix,IPY+Ypix,X,Y,Z); |
343 | X = X+X0-XT; |
344 | Y = Y+Y0-YT; |
345 | Z = Z+Z0-ZT; |
346 | SetTarget(X,Y,Z); |
347 | Display(aView,MyTypeOfRepresentation); |
348 | (aView->Viewer())->UpdateLights(); |
349 | break; |
350 | |
351 | case V3d_ExtRADIUSLIGHT : |
352 | if (MyType == V3d_DIRECTIONAL) |
353 | break; |
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354 | // it is attempted to preserve the target direction position of the |
355 | // source ==> the point is projected on the target source direction. |
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356 | this->Position(Xi,Yi,Zi); |
357 | aView->Project(Xi,Yi,Zi,PXP,PYP); |
358 | DX = PXP - PXT; |
359 | DY = PYP - PYT; |
360 | A1 = DY/DX ; B1 = PYT - A1*PXT; |
361 | A2 = -DX/DY; B2 = YPp - A2*XPp; |
362 | Xproj = (B2 - B1) / (A1 - A2); |
363 | Yproj = A1*Xproj + B1; |
364 | if ( (DX*(Xproj-PXT) > 0.) && (DY*(Yproj-PYT) > 0.) ) { |
365 | OldRprj = Sqrt ( Square (PXP-PXT) + Square (PYP-PYT) ); |
366 | NewRprj = Sqrt ( Square (Xproj-PXT) + Square (Yproj-PYT) ); |
367 | Rap = NewRprj/OldRprj; |
368 | Rayon = Radius(); |
369 | Rayon = Rayon * Rap; |
370 | SetRadius(Rayon); |
371 | Display(aView,MyTypeOfRepresentation); |
372 | (aView->Viewer())->UpdateLights(); |
373 | } |
374 | break; |
375 | |
376 | case V3d_IntRADIUSLIGHT : |
377 | if (MyType == V3d_DIRECTIONAL) |
378 | break; |
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379 | // it is attempted to preserve the target direction position of the |
380 | // source ==> the point is projected on the target source direction. |
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381 | Position(Xi,Yi,Zi); |
382 | aView->Project(Xi,Yi,Zi,PXP,PYP); |
383 | DX = PXP - PXT; |
384 | DY = PYP - PYT; |
385 | A1 = DY/DX ; B1 = PYT - A1*PXT; |
386 | A2 = -DX/DY; B2 = YPp - A2*XPp; |
387 | Xproj = (B2 - B1) / (A1 - A2); |
388 | Yproj = A1*Xproj + B1; |
389 | if ( (DX*(Xproj-PXP) < 0.) && (DY*(Yproj-PYP) < 0.) ) { |
390 | OldRprj = Sqrt ( Square (PXP-PXT) + Square (PYP-PYT) ); |
391 | NewRprj = Sqrt ( Square (Xproj-PXP) + Square (Yproj-PYP) ); |
392 | Rap = NewRprj/OldRprj; |
393 | Rayon = Radius(); |
394 | Rayon = Rayon * Rap; |
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395 | // the source should remain at a fixed position, |
396 | // only the target is modified. |
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397 | Position (xPos, yPos, zPos); |
398 | Graphic3d_Vector Dir(Graphic3d_Vertex(xPos,yPos,zPos), MyTarget); |
399 | Dir.Normalize(); |
400 | Dir.Coord(X,Y,Z); |
401 | X = Xi + Rayon*X; |
402 | Y = Yi + Rayon*Y; |
403 | Z = Zi + Rayon*Z; |
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404 | // the source should remain at a fixed position, |
405 | // only the target is modified. |
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406 | MyTarget.SetCoord(X,Y,Z); |
407 | Display(aView,MyTypeOfRepresentation); |
408 | (aView->Viewer())->UpdateLights(); |
409 | } |
410 | break; |
411 | |
412 | case V3d_RADIUSTEXTLIGHT : |
413 | break; |
414 | |
415 | case V3d_NOTHING : |
416 | break; |
417 | } |
418 | } |
419 | |
420 | Standard_Real V3d_PositionLight::Radius() const { |
421 | |
422 | Standard_Real Xp,Yp,Zp, Xc,Yc,Zc; |
423 | |
424 | Position (Xp,Yp,Zp); |
425 | MyTarget.Coord(Xc,Yc,Zc); |
426 | |
427 | return Sqrt (Square(Xc - Xp) + Square(Yc - Yp) + Square(Zc - Zp)); |
428 | } |
429 | |
430 | void V3d_PositionLight::Erase() { |
431 | |
432 | if (!MyGraphicStructure.IsNull()) MyGraphicStructure->Erase(); |
433 | if (!MyGraphicStructure1.IsNull()) MyGraphicStructure1->Erase(); |
434 | } |
435 | |