1 // Copyright (c) 1999-2014 OPEN CASCADE SAS
3 // This file is part of Open CASCADE Technology software library.
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
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.
11 // Alternatively, this file may be used under the terms of Open CASCADE
12 // commercial license or contractual agreement.
14 /***********************************************************************
18 Classe V3d_DirectionalLight :
20 HISTORIQUE DES MODIFICATIONS :
21 --------------------------------
22 00-09-92 : GG ; Creation.
23 18-06-96 : FMN ; Ajout MyGraphicStructure1 pour sauvegarder snopick
24 24-12-97 : FMN ; Remplacement de math par MathGra
25 31-12-97 : CAL ; Suppression de MathGra
26 21-01-98 : CAL ; Window de Xw et WNT remplacee par Aspect_Window
27 23-02-98 : FMN ; Remplacement PI par Standard_PI
28 30-03-98 : ZOV ; PRO6774 (reconstruction of the class hierarchy and suppressing useless methods)
30 ************************************************************************/
32 /*----------------------------------------------------------------------*/
38 #include <V3d_DirectionalLight.ixx>
39 #include <Graphic3d_Vector.hxx>
40 #include <Graphic3d_Vertex.hxx>
41 #include <Graphic3d_Structure.hxx>
42 #include <Graphic3d_Group.hxx>
43 #include <Graphic3d_ArrayOfSegments.hxx>
44 #include <Graphic3d_AspectMarker3d.hxx>
45 #include <Graphic3d_AspectLine3d.hxx>
46 #include <Graphic3d_AspectText3d.hxx>
47 #include <Visual3d_Light.hxx>
48 #include <Visual3d_ViewManager.hxx>
49 #include <Visual3d_ContextPick.hxx>
50 #include <Visual3d_PickDescriptor.hxx>
51 #include <Visual3d_HSequenceOfPickPath.hxx>
52 #include <Visual3d_PickPath.hxx>
53 #include <V3d_BadValue.hxx>
58 #include <gp_Trsf.hxx>
59 #include <TColStd_Array2OfReal.hxx>
60 #include <Aspect_Window.hxx>
64 V3d_DirectionalLight::V3d_DirectionalLight(const Handle(V3d_Viewer)& VM, const
65 V3d_TypeOfOrientation Direction,const Quantity_NameOfColor Name,const Standard_Boolean Headlight):V3d_PositionLight(VM) {
66 Quantity_Color C(Name) ;
67 Graphic3d_Vertex T(0.,0.,0.) ;
69 Graphic3d_Vector V = V3d::GetProjAxis(Direction) ;
71 MyType = V3d_DIRECTIONAL ;
72 MyLight = new Visual3d_Light(C,V, Headlight) ;
73 // The initial target is chosen at random
76 P.SetCoord(-V.X(),-V.Y(),-V.Z());
77 MyDisplayPosition = P;
81 V3d_DirectionalLight::V3d_DirectionalLight(const Handle(V3d_Viewer)& VM,const Standard_Real Xt,const Standard_Real Yt,const Standard_Real Zt,const Standard_Real Xp,const Standard_Real Yp,const Standard_Real Zp,const Quantity_NameOfColor Name,const Standard_Boolean Headlight):V3d_PositionLight(VM) {
82 Quantity_Color C(Name) ;
83 Graphic3d_Vertex T(Xt,Yt,Zt) ;
84 Graphic3d_Vertex P(Xp,Yp,Zp) ;
85 Graphic3d_Vector V(P,T);
87 MyType = V3d_DIRECTIONAL ;
89 MyLight = new Visual3d_Light(C,V, Headlight) ;
91 MyDisplayPosition = P;
96 void V3d_DirectionalLight::SetDirection(const V3d_TypeOfOrientation Direction) {
98 Graphic3d_Vector V = V3d::GetProjAxis(Direction) ;
99 MyLight->SetDirection(V) ;
102 void V3d_DirectionalLight::SetDirection(const Standard_Real Vx, const Standard_Real Vy, const Standard_Real Vz) {
104 V3d_BadValue_Raise_if( sqrt( Vx*Vx + Vy*Vy + Vz*Vz ) <= 0.,"V3d_DirectionalLight::SetDirection, null vector" );
106 Graphic3d_Vector V(Vx,Vy,Vz) ;
108 MyLight->SetDirection(V) ;
111 void V3d_DirectionalLight::SetDisplayPosition(const Standard_Real X, const Standard_Real Y, const Standard_Real Z) {
113 Standard_Real Xt,Yt,Zt;
115 MyDisplayPosition.SetCoord(X,Y,Z) ;
116 MyTarget.Coord(Xt,Yt,Zt);
117 SetDirection(Xt-X,Yt-Y,Zt-Z);
120 void V3d_DirectionalLight::SetPosition(const Standard_Real Xp, const Standard_Real Yp, const Standard_Real Zp) {
122 SetDisplayPosition (Xp,Yp,Zp);
125 void V3d_DirectionalLight::Position(Standard_Real& Xp, Standard_Real& Yp, Standard_Real& Zp)const {
127 DisplayPosition (Xp,Yp,Zp) ;
130 void V3d_DirectionalLight::DisplayPosition(Standard_Real& Xp, Standard_Real& Yp, Standard_Real& Zp)const {
132 MyDisplayPosition.Coord(Xp,Yp,Zp) ;
135 void V3d_DirectionalLight::Symbol (const Handle(Graphic3d_Group)& gsymbol, const Handle(V3d_View)& aView) const
137 Standard_Real Xi,Yi,Zi,Xf,Yf,Zf,Rayon,PXT,PYT,X,Y,Z,XT,YT,ZT;
138 Standard_Real A,B,C,Dist,Beta,CosBeta,SinBeta,Coef,X1,Y1,Z1;
139 Standard_Real DX,DY,DZ,VX,VY,VZ;
140 Standard_Integer IXP,IYP,j;
141 TColStd_Array2OfReal MatRot(0,2,0,2);
143 aView->Proj(VX,VY,VZ);
144 this->DisplayPosition(Xi,Yi,Zi);
145 Rayon = this->Radius();
146 aView->Project(Xi,Yi,Zi,PXT,PYT);
147 aView->Convert(PXT,PYT,IXP,IYP);
148 // Coordinated 3d in the plane of projection of the source.
149 aView->Convert(IXP,IYP,XT,YT,ZT);
150 aView->Convert(PXT,PYT+Rayon,IXP,IYP);
151 aView->Convert(IXP,IYP,X,Y,Z);
152 X = X+Xi-XT; Y = Y+Yi-YT; Z = Z+Zi-ZT;
153 Dist = Sqrt( Square(X-Xi) + Square(Y-Yi) + Square(Z-Zi) );
160 V3d::CircleInPlane(gsymbol,Xi,Yi,Zi,VX,VY,VZ,Rayon/40.);
161 for( j=1 ; j<=3 ; j++ ) {
162 Beta = j * M_PI / 4.;
166 MatRot(0,0) = A * A + (1. - A * A) * CosBeta;
167 MatRot(0,1) = -C * SinBeta + Coef * A * B;
168 MatRot(0,2) = B * SinBeta + Coef * A * C;
169 MatRot(1,0) = C * SinBeta + Coef * A * B;
170 MatRot(1,1) = B * B + (1. - B * B) * CosBeta;
171 MatRot(1,2) = -A * SinBeta + Coef * B * C;
172 MatRot(2,0) = -B * SinBeta + Coef * A * C;
173 MatRot(2,1) = A * SinBeta + Coef * B * C;
174 MatRot(2,2) = C * C + (1. - C * C) * CosBeta;
175 Xf = Xi * MatRot(0,0) + Yi * MatRot(0,1) + Zi * MatRot(0,2);
176 Yf = Xi * MatRot(1,0) + Yi * MatRot(1,1) + Zi * MatRot(1,2);
177 Zf = Xi * MatRot(2,0) + Yi * MatRot(2,1) + Zi * MatRot(2,2);
178 // Rotation of the normal
179 X1 = VX * MatRot(0,0) + VY * MatRot(0,1) + VZ * MatRot(0,2);
180 Y1 = VX * MatRot(1,0) + VY * MatRot(1,1) + VZ * MatRot(1,2);
181 Z1 = VX * MatRot(2,0) + VY * MatRot(2,1) + VZ * MatRot(2,2);
182 VX = X1 + Xi - Xf ; VY = Y1 + Yi - Yf ; VZ = Z1 + Zi - Zf;
183 V3d::CircleInPlane(gsymbol,Xi,Yi,Zi,VX,VY,VZ,Rayon/40.);
186 // The arrow is drawn
187 Rayon = this->Radius();
188 this->Direction(DX,DY,DZ);
189 X = Xi + DX*Rayon/10.; Y = Yi + DY*Rayon/10.; Z = Zi + DZ*Rayon/10.;
191 Handle(Graphic3d_ArrayOfSegments) aPrims = new Graphic3d_ArrayOfSegments(2);
192 aPrims->AddVertex(Standard_ShortReal(Xi),Standard_ShortReal(Yi),Standard_ShortReal(Zi));
193 aPrims->AddVertex(Standard_ShortReal(X),Standard_ShortReal(Y),Standard_ShortReal(Z));
194 gsymbol->AddPrimitiveArray(aPrims);
196 V3d::ArrowOfRadius(gsymbol, X, Y, Z, DX, DY, DZ, M_PI / 15., Rayon / 20.);
199 void V3d_DirectionalLight::Display( const Handle(V3d_View)& aView,
200 const V3d_TypeOfRepresentation TPres) {
202 Standard_Real X,Y,Z,Rayon;
203 Standard_Real X0,Y0,Z0,VX,VY,VZ;
204 Standard_Real X1,Y1,Z1;
205 Standard_Real DXRef,DYRef,DZRef,DXini,DYini,DZini;
206 Standard_Real R1,G1,B1;
207 V3d_TypeOfRepresentation Pres;
208 V3d_TypeOfUpdate UpdSov;
210 // Creation of a structure of markable elements (position of the
211 // light, and the domain of lighting represented by a circle)
212 // Creation of a structure of non-markable elements (target, meridian and
216 Handle(V3d_Viewer) TheViewer = aView->Viewer();
217 UpdSov = TheViewer->UpdateMode();
218 TheViewer->SetUpdateMode(V3d_WAIT);
219 if (!MyGraphicStructure.IsNull()) {
220 MyGraphicStructure->Disconnect(MyGraphicStructure1);
221 MyGraphicStructure->Clear();
222 MyGraphicStructure1->Clear();
223 if (Pres == V3d_SAMELAST) Pres = MyTypeOfRepresentation;
226 if (Pres == V3d_SAMELAST) Pres = V3d_SIMPLE;
227 Handle(Graphic3d_Structure) slight = new Graphic3d_Structure(TheViewer->Viewer());
228 MyGraphicStructure = slight;
229 Handle(Graphic3d_Structure) snopick = new Graphic3d_Structure(TheViewer->Viewer());
230 MyGraphicStructure1 = snopick;
233 Handle(Graphic3d_Group) glight = MyGraphicStructure->NewGroup();
234 Handle(Graphic3d_Group) gsphere;
235 if (Pres == V3d_COMPLETE
236 || Pres == V3d_PARTIAL)
238 gsphere = MyGraphicStructure->NewGroup();
241 Handle(Graphic3d_Group) gnopick = MyGraphicStructure1->NewGroup();
242 MyGraphicStructure1->SetPick(Standard_False);
248 //Display of the position of the light.
250 this->Color(Quantity_TOC_RGB,R1,G1,B1);
251 Quantity_Color Col1(R1,G1,B1,Quantity_TOC_RGB);
252 Handle(Graphic3d_AspectLine3d) Asp1 = new Graphic3d_AspectLine3d();
253 Asp1->SetColor(Col1);
254 glight->SetPrimitivesAspect(Asp1);
255 this->Symbol(glight,aView);
257 // Display of the markable sphere (limit at the circle).
259 if (Pres == V3d_COMPLETE || Pres == V3d_PARTIAL) {
261 Rayon = this->Radius();
262 aView->Proj(VX,VY,VZ);
263 V3d::CircleInPlane(gsphere,X0,Y0,Z0,VX,VY,VZ,Rayon);
265 //Display of the meridian
267 Quantity_Color Col2(Quantity_NOC_GREEN);
268 Handle(Graphic3d_AspectLine3d) Asp2 = new Graphic3d_AspectLine3d
269 (Col2,Aspect_TOL_SOLID,1.);
270 gnopick->SetPrimitivesAspect(Asp2);
272 // Definition of the axis of circle
273 aView->Up(DXRef,DYRef,DZRef);
274 this->DisplayPosition(X,Y,Z);
275 DXini = X-X0; DYini = Y-Y0; DZini = Z-Z0;
276 VX = DYRef*DZini - DZRef*DYini;
277 VY = DZRef*DXini - DXRef*DZini;
278 VZ = DXRef*DYini - DYRef*DXini;
280 V3d::CircleInPlane(gnopick,X0,Y0,Z0,VX,VY,VZ,Rayon);
282 // Display of the parallel
284 // Definition of the axis of circle
285 aView->Proj(VX,VY,VZ);
287 DXRef = VY * Z1 - VZ * Y1;
288 DYRef = VZ * X1 - VX * Z1;
289 DZRef = VX * Y1 - VY * X1;
290 this->DisplayPosition(X,Y,Z);
291 DXini = X-X0; DYini = Y-Y0; DZini = Z-Z0;
292 VX = DYRef*DZini - DZRef*DYini;
293 VY = DZRef*DXini - DXRef*DZini;
294 VZ = DXRef*DYini - DYRef*DXini;
296 V3d::CircleInPlane(gnopick,X0,Y0,Z0,VX,VY,VZ,Rayon);
300 MyGraphicStructure->Connect(MyGraphicStructure1,Graphic3d_TOC_DESCENDANT);
301 // cout << "MyGraphicStructure exploration \n" << flush; MyGraphicStructure->Exploration();
302 MyTypeOfRepresentation = Pres;
303 MyGraphicStructure->Display();
304 TheViewer->SetUpdateMode(UpdSov);
307 void V3d_DirectionalLight::Direction(Standard_Real& Vx, Standard_Real& Vy, Standard_Real& Vz)const {
312 MyLight->Values(C,V) ;