2 // Copyright (c) 1991-1999 Matra Datavision
3 // Copyright (c) 1999-2014 OPEN CASCADE SAS
5 // This file is part of Open CASCADE Technology software library.
7 // This library is free software; you can redistribute it and/or modify it under
8 // the terms of the GNU Lesser General Public License version 2.1 as published
9 // by the Free Software Foundation, with special exception defined in the file
10 // OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT
11 // distribution for complete text of the license and disclaimer of any warranty.
13 // Alternatively, this file may be used under the terms of Open CASCADE
14 // commercial license or contractual agreement.
18 #include <Aspect_Grid.hxx>
19 #include <Aspect_Window.hxx>
20 #include <Graphic3d_ArrayOfPolylines.hxx>
21 #include <Graphic3d_AspectLine3d.hxx>
22 #include <Graphic3d_AspectText3d.hxx>
23 #include <Graphic3d_Group.hxx>
24 #include <Graphic3d_Structure.hxx>
25 #include <Quantity_NameOfColor.hxx>
26 #include <V3d_View.hxx>
27 #include <V3d_Viewer.hxx>
29 void V3d::ArrowOfRadius(const Handle(Graphic3d_Group)& garrow,const Standard_Real X0,const Standard_Real Y0,const Standard_Real Z0,const Standard_Real Dx,const Standard_Real Dy,const Standard_Real Dz,const Standard_Real Alpha,const Standard_Real Lng)
31 Standard_Real Xc, Yc, Zc, Xi, Yi, Zi, Xj, Yj, Zj;
32 Standard_Real Xn, Yn, Zn, X, Y, Z, X1 = 0., Y1 = 0., Z1 = 0., Norme;
33 const Standard_Integer NbPoints = 10;
35 // Centre du cercle base de la fleche :
40 // Construction d'un repere i,j pour le cercle:
43 if ( Abs(Dx) <= Abs(Dy) && Abs(Dx) <= Abs(Dz)) Xn=1.;
44 else if ( Abs(Dy) <= Abs(Dz) && Abs(Dy) <= Abs(Dx)) Yn=1.;
46 Xi = Dy * Zn - Dz * Yn;
47 Yi = Dz * Xn - Dx * Zn;
48 Zi = Dx * Yn - Dy * Xn;
50 Norme = Sqrt ( Xi*Xi + Yi*Yi + Zi*Zi );
51 Xi= Xi / Norme; Yi = Yi / Norme; Zi = Zi/Norme;
53 Xj = Dy * Zi - Dz * Yi;
54 Yj = Dz * Xi - Dx * Zi;
55 Zj = Dx * Yi - Dy * Xi;
57 Handle(Graphic3d_ArrayOfPolylines) aPrims = new Graphic3d_ArrayOfPolylines(3*NbPoints,NbPoints);
60 const Standard_Real Tg = Tan(Alpha);
61 for (i = 1; i <= NbPoints; i++)
63 const Standard_Real cosinus = Cos ( 2. * M_PI / NbPoints * (i-1) );
64 const Standard_Real sinus = Sin ( 2. * M_PI / NbPoints * (i-1) );
66 X = Xc + (cosinus * Xi + sinus * Xj) * Lng * Tg;
67 Y = Yc + (cosinus * Yi + sinus * Yj) * Lng * Tg;
68 Z = Zc + (cosinus * Zi + sinus * Zj) * Lng * Tg;
70 if(i==1) { X1=X, Y1=Y, Z1=Z; }
71 else aPrims->AddVertex(X,Y,Z);
73 aPrims->AddVertex(X0,Y0,Z0);
74 aPrims->AddVertex(X,Y,Z);
76 aPrims->AddVertex(X1,Y1,Z1);
78 garrow->AddPrimitiveArray(aPrims);
82 void V3d::CircleInPlane(const Handle(Graphic3d_Group)& gcircle,const Standard_Real X0,const Standard_Real Y0,const Standard_Real Z0,const Standard_Real DX,const Standard_Real DY,const Standard_Real DZ,const Standard_Real Rayon)
84 Standard_Real Norme = Sqrt ( DX*DX + DY*DY + DZ*DZ );
85 if ( Norme >= 0.0001 )
87 Standard_Real VX,VY,VZ,X,Y,Z,Xn,Yn,Zn,Xi,Yi,Zi,Xj,Yj,Zj;
89 VX= DX/Norme; VY = DY/Norme; VZ = DZ/Norme;
91 //Construction of marker i,j for the circle:
93 if ( Abs(VX) <= Abs(VY) && Abs(VX) <= Abs(VZ)) Xn=1.;
94 else if ( Abs(VY) <= Abs(VZ) && Abs(VY) <= Abs(VX)) Yn=1.;
96 Xi = VY * Zn - VZ * Yn;
97 Yi = VZ * Xn - VX * Zn;
98 Zi = VX * Yn - VY * Xn;
100 Norme = Sqrt ( Xi*Xi + Yi*Yi + Zi*Zi );
101 Xi= Xi / Norme; Yi = Yi / Norme; Zi = Zi/Norme;
103 Xj = VY * Zi - VZ * Yi;
104 Yj = VZ * Xi - VX * Zi;
105 Zj = VX * Yi - VY * Xi;
107 const Standard_Integer NFACES = 30;
108 Handle(Graphic3d_ArrayOfPolylines) aPrims = new Graphic3d_ArrayOfPolylines(NFACES+1);
110 Standard_Integer i = 0;
111 Standard_Real Alpha = 0.;
112 const Standard_Real Dalpha = 2. * M_PI / NFACES;
113 for (; i <= NFACES; i++, Alpha += Dalpha)
115 const Standard_Real cosinus = Cos(Alpha);
116 const Standard_Real sinus = Sin(Alpha);
118 X = X0 + (cosinus * Xi + sinus * Xj) * Rayon;
119 Y = Y0 + (cosinus * Yi + sinus * Yj) * Rayon;
120 Z = Z0 + (cosinus * Zi + sinus * Zj) * Rayon;
122 aPrims->AddVertex(X,Y,Z);
124 gcircle->AddPrimitiveArray(aPrims);
129 void V3d::SwitchViewsinWindow(const Handle(V3d_View)& aPreviousView,
130 const Handle(V3d_View)& aNextView) {
131 aPreviousView->Viewer()->SetViewOff(aPreviousView);
132 if(!aNextView->IfWindow())
133 aNextView->SetWindow(aPreviousView->Window());
134 aNextView->Viewer()->SetViewOn(aNextView);