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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 | V3d_PositionLight.cxx |
17 | Created: 30-03-98 ZOV (ZELENKOV Oleg) |
18 | |
19 | ************************************************************************/ |
20 | |
21 | #include <V3d.hxx> |
22 | #include <V3d_PositionLight.ixx> |
23 | #include <Graphic3d_Vector.hxx> |
24 | #include <Graphic3d_Vertex.hxx> |
25 | #include <Graphic3d_Structure.hxx> |
26 | #include <Graphic3d_Group.hxx> |
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27 | #include <Graphic3d_ArrayOfSegments.hxx> |
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28 | #include <Graphic3d_AspectMarker3d.hxx> |
29 | #include <Graphic3d_AspectLine3d.hxx> |
30 | #include <Graphic3d_AspectText3d.hxx> |
31 | #include <V3d_SpotLight.hxx> |
32 | #include <Visual3d_Light.hxx> |
33 | #include <Visual3d_ViewManager.hxx> |
34 | #include <Visual3d_ContextPick.hxx> |
35 | #include <Visual3d_PickDescriptor.hxx> |
36 | #include <Visual3d_HSequenceOfPickPath.hxx> |
37 | #include <Visual3d_PickPath.hxx> |
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38 | #include <V3d_BadValue.hxx> |
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39 | #include <gp_Dir.hxx> |
40 | #include <gp_Ax1.hxx> |
41 | #include <gp_Vec.hxx> |
42 | #include <gp_Pnt.hxx> |
43 | #include <gp_Trsf.hxx> |
44 | #include <TCollection_AsciiString.hxx> |
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45 | |
46 | V3d_PositionLight::V3d_PositionLight(const Handle(V3d_Viewer)& VM) : V3d_Light(VM) { |
47 | } |
48 | |
49 | void V3d_PositionLight::SetTarget(const Standard_Real X, const Standard_Real Y, const Standard_Real Z) { |
50 | |
51 | Standard_Real Xc,Yc,Zc, Xp,Yp,Zp; |
52 | |
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53 | // Recalculation of the position |
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54 | MyTarget.Coord(Xc,Yc,Zc); |
55 | Position (Xp,Yp,Zp) ; |
56 | |
57 | Xp = Xp + (X - Xc); |
58 | Yp = Yp + (Y - Yc); |
59 | Zp = Zp + (Z - Zc); |
60 | |
61 | // Affectation |
62 | MyTarget.SetCoord(X,Y,Z); |
63 | SetPosition(Xp,Yp,Zp) ; |
64 | } |
65 | |
66 | void V3d_PositionLight::SetRadius(const Standard_Real Radius) { |
67 | |
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68 | V3d_BadValue_Raise_if( Radius <= 0. , "V3d_PositionLight::SetRadius, bad radius"); |
69 | V3d_BadValue_Raise_if( MyType == V3d_DIRECTIONAL , "V3d_PositionLight::SetRadius, bad light type"); |
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70 | |
71 | Standard_Real X0,Y0,Z0, Xn,Yn,Zn, Xp,Yp,Zp; |
72 | |
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73 | // The target point remains unchanged, only the position of the light is modified |
74 | // by preserving the direction. |
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75 | Position (Xp,Yp,Zp); |
76 | Graphic3d_Vector D(MyTarget, Graphic3d_Vertex(Xp, Yp, Zp)); |
77 | D.Normalize(); |
78 | D.Coord(Xn,Yn,Zn); |
79 | MyTarget.Coord(X0,Y0,Z0); |
80 | Xn = X0 + Radius*Xn; |
81 | Yn = Y0 + Radius*Yn; |
82 | Zn = Z0 + Radius*Zn; |
83 | |
84 | SetPosition(Xn,Yn,Zn) ; |
85 | } |
86 | |
87 | void V3d_PositionLight::OnHideFace(const Handle(V3d_View)& aView) { |
88 | |
89 | Standard_Real Xp,Yp,Zp, X,Y,Z, VX,VY,VZ; |
90 | |
91 | Position (Xp,Yp,Zp); |
92 | V3d_Light::SymetricPointOnSphere (aView, |
93 | MyTarget, Graphic3d_Vertex(Xp,Yp,Yp), Radius(), X,Y,Z, VX,VY,VZ); |
94 | |
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95 | // This is a visible point |
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96 | if ((VX*(X-Xp) < 0.) && (VY*(Y-Yp) < 0.) && (VZ*(Z-Zp) < 0.)) |
97 | SetPosition (X,Y,Z); |
98 | } |
99 | |
100 | void V3d_PositionLight::OnSeeFace(const Handle(V3d_View)& aView) { |
101 | |
102 | Standard_Real Xp,Yp,Zp, X,Y,Z, VX,VY,VZ; |
103 | |
104 | Position (Xp,Yp,Zp); |
105 | V3d_Light::SymetricPointOnSphere (aView, |
106 | MyTarget, Graphic3d_Vertex(Xp,Yp,Yp), Radius(), X,Y,Z, VX,VY,VZ); |
107 | |
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108 | // This is a hidden point |
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109 | if ((VX*(X-Xp) > 0.) && (VY*(Y-Yp) > 0.) && (VZ*(Z-Zp) > 0.)) |
110 | SetPosition (X,Y,Z); |
111 | } |
112 | |
113 | Standard_Boolean V3d_PositionLight::SeeOrHide(const Handle(V3d_View)& aView) const { |
114 | |
115 | Standard_Real Xp,Yp,Zp, X,Y,Z, VX,VY,VZ; |
116 | |
117 | Position (Xp,Yp,Zp); |
118 | V3d_Light::SymetricPointOnSphere (aView, |
119 | MyTarget, Graphic3d_Vertex(Xp,Yp,Yp), Radius(), X,Y,Z, VX,VY,VZ); |
120 | |
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121 | // Is it a visible or a hidden point |
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122 | return ( (VX*(X-Xp) > 0.) || (VY*(Y-Yp) > 0.) || (VZ*(Z-Zp) > 0.) )? |
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123 | // the source is on the hidden face |
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124 | Standard_False: |
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125 | // the source is on the visible face. |
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126 | Standard_True; |
127 | } |
128 | |
129 | void V3d_PositionLight::Target(Standard_Real& Xp, Standard_Real& Yp, Standard_Real& Zp)const { |
130 | |
131 | MyTarget.Coord(Xp,Yp,Zp) ; |
132 | } |
133 | |
134 | void V3d_PositionLight::Display( const Handle(V3d_View)& aView, |
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135 | const V3d_TypeOfRepresentation TPres ) |
136 | { |
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137 | Graphic3d_Vertex PText ; |
138 | Standard_Real X,Y,Z,Rayon; |
139 | Standard_Real X0,Y0,Z0,VX,VY,VZ; |
140 | Standard_Real X1,Y1,Z1; |
141 | Standard_Real DXRef,DYRef,DZRef,DXini,DYini,DZini; |
142 | Standard_Real R1,G1,B1; |
143 | V3d_TypeOfRepresentation Pres; |
144 | V3d_TypeOfUpdate UpdSov; |
145 | |
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146 | // Creation of a structure of markable elements (position of the |
147 | // light, and the domain of lighting represented by a circle) |
148 | // Creation of a structure snopick of non-markable elements (target, meridian and |
149 | // parallel). |
150 | |
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151 | Pres = TPres; |
152 | Handle(V3d_Viewer) TheViewer = aView->Viewer(); |
153 | UpdSov = TheViewer->UpdateMode(); |
154 | TheViewer->SetUpdateMode(V3d_WAIT); |
155 | if (!MyGraphicStructure.IsNull()) { |
156 | MyGraphicStructure->Disconnect(MyGraphicStructure1); |
157 | MyGraphicStructure->Clear(); |
158 | MyGraphicStructure1->Clear(); |
159 | if (Pres == V3d_SAMELAST) Pres = MyTypeOfRepresentation; |
160 | } |
161 | else { |
162 | if (Pres == V3d_SAMELAST) Pres = V3d_SIMPLE; |
163 | Handle(Graphic3d_Structure) slight = new Graphic3d_Structure(TheViewer->Viewer()); |
164 | MyGraphicStructure = slight; |
165 | Handle(Graphic3d_Structure) snopick = new Graphic3d_Structure(TheViewer->Viewer()); |
166 | MyGraphicStructure1 = snopick; |
167 | } |
168 | |
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169 | Handle(Graphic3d_Group) gradius, gExtArrow, gIntArrow; |
170 | if (MyType != V3d_DIRECTIONAL |
171 | && Pres == V3d_COMPLETE) |
172 | { |
173 | gradius = MyGraphicStructure->NewGroup(); |
174 | gExtArrow = MyGraphicStructure->NewGroup(); |
175 | gIntArrow = MyGraphicStructure->NewGroup(); |
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176 | } |
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177 | Handle(Graphic3d_Group) glight = MyGraphicStructure->NewGroup(); |
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178 | Handle(Graphic3d_Group) gsphere; |
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179 | if (Pres == V3d_COMPLETE |
180 | || Pres == V3d_PARTIAL) |
181 | { |
182 | gsphere = MyGraphicStructure->NewGroup(); |
183 | } |
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184 | |
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185 | Handle(Graphic3d_Group) gnopick = MyGraphicStructure1->NewGroup(); |
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186 | MyGraphicStructure1->SetPick(Standard_False); |
187 | |
188 | X0 = MyTarget.X(); |
189 | Y0 = MyTarget.Y(); |
190 | Z0 = MyTarget.Z(); |
191 | |
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192 | // Display of the light position. |
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193 | |
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194 | this->Color(Quantity_TOC_RGB,R1,G1,B1); |
195 | Quantity_Color Col1(R1,G1,B1,Quantity_TOC_RGB); |
196 | Handle(Graphic3d_AspectLine3d) Asp1 = new Graphic3d_AspectLine3d(); |
197 | Asp1->SetColor(Col1); |
198 | glight->SetPrimitivesAspect(Asp1); |
199 | this->Symbol(glight,aView); |
200 | |
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201 | // Display of the marking sphere (limit at the circle). |
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202 | |
203 | if (Pres == V3d_COMPLETE || Pres == V3d_PARTIAL) { |
204 | |
205 | Rayon = this->Radius(); |
206 | aView->Proj(VX,VY,VZ); |
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207 | V3d::CircleInPlane(gsphere,X0,Y0,Z0,VX,VY,VZ,Rayon); |
208 | |
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209 | if (MyType != V3d_DIRECTIONAL) { |
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210 | |
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211 | //Display of the radius of the sphere (line + text) |
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212 | |
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213 | if (Pres == V3d_COMPLETE) { |
214 | this->Position(X,Y,Z); |
215 | Handle(Graphic3d_ArrayOfSegments) aPrims = new Graphic3d_ArrayOfSegments(2); |
216 | aPrims->AddVertex(X0,Y0,Z0); |
217 | aPrims->AddVertex(X,Y,Z); |
218 | gnopick->AddPrimitiveArray(aPrims); |
219 | 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.); |
220 | V3d::ArrowOfRadius(gIntArrow,X0,Y0,Z0,X0-X,Y0-Y,Z0-Z,M_PI/15.,Rayon/20.); |
221 | TCollection_AsciiString ValOfRadius(Rayon); |
222 | PText.SetCoord( .5*(X0+X), .5*(Y0+Y), .5*(Z0+Z) ); |
223 | gradius->Text(ValOfRadius.ToCString(),PText,0.01); |
224 | } |
225 | } |
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226 | |
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227 | // Display of the meridian |
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228 | |
229 | Quantity_Color Col2(Quantity_NOC_GREEN); |
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230 | Handle(Graphic3d_AspectLine3d) Asp2 = new Graphic3d_AspectLine3d(Col2,Aspect_TOL_SOLID,1.); |
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231 | gnopick->SetPrimitivesAspect(Asp2); |
232 | |
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233 | // Definition of the axis of circle |
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234 | aView->Up(DXRef,DYRef,DZRef); |
235 | this->Position(X,Y,Z); |
236 | DXini = X-X0; DYini = Y-Y0; DZini = Z-Z0; |
237 | VX = DYRef*DZini - DZRef*DYini; |
238 | VY = DZRef*DXini - DXRef*DZini; |
239 | VZ = DXRef*DYini - DYRef*DXini; |
240 | |
241 | V3d::CircleInPlane(gnopick,X0,Y0,Z0,VX,VY,VZ,Rayon); |
242 | |
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243 | // Display of the parallel |
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244 | |
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245 | // Definition of the axis of circle |
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246 | aView->Proj(VX,VY,VZ); |
247 | aView->Up(X1,Y1,Z1); |
248 | DXRef = VY * Z1 - VZ * Y1; |
249 | DYRef = VZ * X1 - VX * Z1; |
250 | DZRef = VX * Y1 - VY * X1; |
251 | this->Position(X,Y,Z); |
252 | DXini = X-X0; DYini = Y-Y0; DZini = Z-Z0; |
253 | VX = DYRef*DZini - DZRef*DYini; |
254 | VY = DZRef*DXini - DXRef*DZini; |
255 | VZ = DXRef*DYini - DYRef*DXini; |
256 | |
257 | V3d::CircleInPlane(gnopick,X0,Y0,Z0,VX,VY,VZ,Rayon); |
258 | } |
259 | |
260 | MyGraphicStructure->Connect(MyGraphicStructure1,Graphic3d_TOC_DESCENDANT); |
261 | MyTypeOfRepresentation = Pres; |
262 | MyGraphicStructure->Display(); |
263 | TheViewer->SetUpdateMode(UpdSov); |
264 | } |
265 | |
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266 | |
267 | void V3d_PositionLight::Tracking( const Handle(V3d_View)& aView, |
268 | const V3d_TypeOfPickLight WhatPick, |
269 | const Standard_Integer Xpix, |
270 | const Standard_Integer Ypix) { |
271 | |
272 | // Quantity_Color Col ; |
273 | Standard_Real xPos, yPos, zPos; |
274 | Standard_Real XPp,YPp,PXT,PYT,X,Y,Z,Rayon,Ylim; |
275 | Standard_Real XMinTrack,XMaxTrack,YMinTrack,YMaxTrack; |
276 | Standard_Real XT,YT,ZT,X0,Y0,Z0,XP,YP,ZP,VX,VY,VZ,A,B,C,Delta; |
277 | Standard_Real DX,DY,PXP,PYP,Xproj,Yproj; |
278 | Standard_Real A1,A2,B1,B2,Rap,OldRprj,NewRprj; |
279 | Standard_Real Xi,Yi,Zi,DeltaX,DeltaY,DeltaZ,Lambda; |
280 | Standard_Integer IPX,IPY; |
281 | |
282 | aView->Convert(Xpix,Ypix,XPp,YPp); |
283 | X0 = MyTarget.X(); |
284 | Y0 = MyTarget.Y(); |
285 | Z0 = MyTarget.Z(); |
286 | aView->Project(X0,Y0,Z0,PXT,PYT); |
287 | aView->Convert(PXT,PYT,IPX,IPY); |
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288 | // Coord 3d in the plane of projection of the target. |
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289 | aView->Convert(IPX,IPY,XT,YT,ZT); |
290 | switch (WhatPick) { |
291 | case V3d_POSITIONLIGHT : |
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292 | // The Coordinates should remain inside of the sphere |
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293 | Rayon = Radius(); |
294 | XMinTrack = PXT - Rayon; |
295 | XMaxTrack = PXT + Rayon; |
296 | Ylim = Sqrt( Square(Rayon) - Square(XPp - PXT) ); |
297 | YMinTrack = PYT - Ylim; |
298 | YMaxTrack = PYT + Ylim; |
299 | if (XPp >= XMinTrack && XPp <= XMaxTrack) { |
300 | if (YPp >= YMinTrack && YPp <= YMaxTrack) { |
301 | aView->ProjReferenceAxe(Xpix,Ypix,XP,YP,ZP,VX,VY,VZ); |
302 | DeltaX = X0 - XP; |
303 | DeltaY = Y0 - YP; |
304 | DeltaZ = Z0 - ZP; |
305 | |
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306 | // The point of intersection of straight lines defined by : |
307 | // - Straight line passing by the point of projection and the eye |
308 | // if this is a perspective, parralel to the normal of the view |
309 | // if this is an axonometric view. |
310 | // position in the view is parallel to the normal of the view |
311 | // - The distance position of the target camera is equal to the radius. |
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312 | |
313 | A = VX*VX + VY*VY + VZ*VZ ; |
314 | B = -2. * (VX*DeltaX + VY*DeltaY + VZ*DeltaZ); |
315 | C = DeltaX*DeltaX + DeltaY*DeltaY + DeltaZ*DeltaZ |
316 | - Rayon*Rayon ; |
317 | Delta = B*B - 4.*A*C; |
318 | if ( Delta >= 0 ) { |
319 | Lambda = (-B + Sqrt(Delta))/(2.*A); |
320 | X = XP + Lambda*VX; |
321 | Y = YP + Lambda*VY; |
322 | Z = ZP + Lambda*VZ; |
323 | SetPosition(X,Y,Z); |
324 | |
325 | if (MyType == V3d_SPOT) |
326 | ((V3d_SpotLight*)this)->SetDirection(X0-X,Y0-Y,Z0-Z); |
327 | |
328 | Display(aView,MyTypeOfRepresentation); |
329 | (aView->Viewer())->UpdateLights(); |
330 | } |
331 | } |
332 | } |
333 | break; |
334 | |
335 | case V3d_SPACELIGHT : |
336 | aView->Convert(PXT,PYT,IPX,IPY); |
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337 | // In this case Xpix,Ypix correspond to a distance, relative |
338 | // to the translation that is planned to be performed on the sphere. |
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339 | aView->Convert(IPX+Xpix,IPY+Ypix,X,Y,Z); |
340 | X = X+X0-XT; |
341 | Y = Y+Y0-YT; |
342 | Z = Z+Z0-ZT; |
343 | SetTarget(X,Y,Z); |
344 | Display(aView,MyTypeOfRepresentation); |
345 | (aView->Viewer())->UpdateLights(); |
346 | break; |
347 | |
348 | case V3d_ExtRADIUSLIGHT : |
349 | if (MyType == V3d_DIRECTIONAL) |
350 | break; |
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351 | // it is attempted to preserve the target direction position of the |
352 | // source ==> the point is projected on the target source direction. |
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353 | this->Position(Xi,Yi,Zi); |
354 | aView->Project(Xi,Yi,Zi,PXP,PYP); |
355 | DX = PXP - PXT; |
356 | DY = PYP - PYT; |
357 | A1 = DY/DX ; B1 = PYT - A1*PXT; |
358 | A2 = -DX/DY; B2 = YPp - A2*XPp; |
359 | Xproj = (B2 - B1) / (A1 - A2); |
360 | Yproj = A1*Xproj + B1; |
361 | if ( (DX*(Xproj-PXT) > 0.) && (DY*(Yproj-PYT) > 0.) ) { |
362 | OldRprj = Sqrt ( Square (PXP-PXT) + Square (PYP-PYT) ); |
363 | NewRprj = Sqrt ( Square (Xproj-PXT) + Square (Yproj-PYT) ); |
364 | Rap = NewRprj/OldRprj; |
365 | Rayon = Radius(); |
366 | Rayon = Rayon * Rap; |
367 | SetRadius(Rayon); |
368 | Display(aView,MyTypeOfRepresentation); |
369 | (aView->Viewer())->UpdateLights(); |
370 | } |
371 | break; |
372 | |
373 | case V3d_IntRADIUSLIGHT : |
374 | if (MyType == V3d_DIRECTIONAL) |
375 | break; |
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376 | // it is attempted to preserve the target direction position of the |
377 | // source ==> the point is projected on the target source direction. |
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378 | Position(Xi,Yi,Zi); |
379 | aView->Project(Xi,Yi,Zi,PXP,PYP); |
380 | DX = PXP - PXT; |
381 | DY = PYP - PYT; |
382 | A1 = DY/DX ; B1 = PYT - A1*PXT; |
383 | A2 = -DX/DY; B2 = YPp - A2*XPp; |
384 | Xproj = (B2 - B1) / (A1 - A2); |
385 | Yproj = A1*Xproj + B1; |
386 | if ( (DX*(Xproj-PXP) < 0.) && (DY*(Yproj-PYP) < 0.) ) { |
387 | OldRprj = Sqrt ( Square (PXP-PXT) + Square (PYP-PYT) ); |
388 | NewRprj = Sqrt ( Square (Xproj-PXP) + Square (Yproj-PYP) ); |
389 | Rap = NewRprj/OldRprj; |
390 | Rayon = Radius(); |
391 | Rayon = Rayon * Rap; |
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392 | // the source should remain at a fixed position, |
393 | // only the target is modified. |
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394 | Position (xPos, yPos, zPos); |
395 | Graphic3d_Vector Dir(Graphic3d_Vertex(xPos,yPos,zPos), MyTarget); |
396 | Dir.Normalize(); |
397 | Dir.Coord(X,Y,Z); |
398 | X = Xi + Rayon*X; |
399 | Y = Yi + Rayon*Y; |
400 | Z = Zi + Rayon*Z; |
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401 | // the source should remain at a fixed position, |
402 | // only the target is modified. |
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403 | MyTarget.SetCoord(X,Y,Z); |
404 | Display(aView,MyTypeOfRepresentation); |
405 | (aView->Viewer())->UpdateLights(); |
406 | } |
407 | break; |
408 | |
409 | case V3d_RADIUSTEXTLIGHT : |
410 | break; |
411 | |
412 | case V3d_NOTHING : |
413 | break; |
414 | } |
415 | } |
416 | |
417 | Standard_Real V3d_PositionLight::Radius() const { |
418 | |
419 | Standard_Real Xp,Yp,Zp, Xc,Yc,Zc; |
420 | |
421 | Position (Xp,Yp,Zp); |
422 | MyTarget.Coord(Xc,Yc,Zc); |
423 | |
424 | return Sqrt (Square(Xc - Xp) + Square(Yc - Yp) + Square(Zc - Zp)); |
425 | } |
426 | |
427 | void V3d_PositionLight::Erase() { |
428 | |
429 | if (!MyGraphicStructure.IsNull()) MyGraphicStructure->Erase(); |
430 | if (!MyGraphicStructure1.IsNull()) MyGraphicStructure1->Erase(); |
431 | } |
432 | |