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 <V3d_BadValue.hxx>
55 #include <gp_Trsf.hxx>
56 #include <TColStd_Array2OfReal.hxx>
57 #include <Aspect_Window.hxx>
61 V3d_DirectionalLight::V3d_DirectionalLight(const Handle(V3d_Viewer)& VM, const
62 V3d_TypeOfOrientation Direction,const Quantity_NameOfColor Name,const Standard_Boolean Headlight):V3d_PositionLight(VM) {
63 Quantity_Color C(Name) ;
64 Graphic3d_Vertex T(0.,0.,0.) ;
66 Graphic3d_Vector V = V3d::GetProjAxis(Direction) ;
68 MyType = V3d_DIRECTIONAL ;
69 MyLight = new Visual3d_Light(C,V, Headlight) ;
70 // The initial target is chosen at random
73 P.SetCoord(-V.X(),-V.Y(),-V.Z());
74 MyDisplayPosition = P;
78 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) {
79 Quantity_Color C(Name) ;
80 Graphic3d_Vertex T(Xt,Yt,Zt) ;
81 Graphic3d_Vertex P(Xp,Yp,Zp) ;
82 Graphic3d_Vector V(P,T);
84 MyType = V3d_DIRECTIONAL ;
86 MyLight = new Visual3d_Light(C,V, Headlight) ;
88 MyDisplayPosition = P;
93 void V3d_DirectionalLight::SetDirection(const V3d_TypeOfOrientation Direction) {
95 Graphic3d_Vector V = V3d::GetProjAxis(Direction) ;
96 MyLight->SetDirection(V) ;
99 void V3d_DirectionalLight::SetDirection(const Standard_Real Vx, const Standard_Real Vy, const Standard_Real Vz) {
101 V3d_BadValue_Raise_if( sqrt( Vx*Vx + Vy*Vy + Vz*Vz ) <= 0.,"V3d_DirectionalLight::SetDirection, null vector" );
103 Graphic3d_Vector V(Vx,Vy,Vz) ;
105 MyLight->SetDirection(V) ;
108 void V3d_DirectionalLight::SetDisplayPosition(const Standard_Real X, const Standard_Real Y, const Standard_Real Z) {
110 Standard_Real Xt,Yt,Zt;
112 MyDisplayPosition.SetCoord(X,Y,Z) ;
113 MyTarget.Coord(Xt,Yt,Zt);
114 SetDirection(Xt-X,Yt-Y,Zt-Z);
117 void V3d_DirectionalLight::SetPosition(const Standard_Real Xp, const Standard_Real Yp, const Standard_Real Zp) {
119 SetDisplayPosition (Xp,Yp,Zp);
122 void V3d_DirectionalLight::Position(Standard_Real& Xp, Standard_Real& Yp, Standard_Real& Zp)const {
124 DisplayPosition (Xp,Yp,Zp) ;
127 void V3d_DirectionalLight::DisplayPosition(Standard_Real& Xp, Standard_Real& Yp, Standard_Real& Zp)const {
129 MyDisplayPosition.Coord(Xp,Yp,Zp) ;
132 void V3d_DirectionalLight::Symbol (const Handle(Graphic3d_Group)& gsymbol, const Handle(V3d_View)& aView) const
134 Standard_Real Xi,Yi,Zi,Xf,Yf,Zf,Rayon,PXT,PYT,X,Y,Z,XT,YT,ZT;
135 Standard_Real A,B,C,Dist,Beta,CosBeta,SinBeta,Coef,X1,Y1,Z1;
136 Standard_Real DX,DY,DZ,VX,VY,VZ;
137 Standard_Integer IXP,IYP,j;
138 TColStd_Array2OfReal MatRot(0,2,0,2);
140 aView->Proj(VX,VY,VZ);
141 this->DisplayPosition(Xi,Yi,Zi);
142 Rayon = this->Radius();
143 aView->Project(Xi,Yi,Zi,PXT,PYT);
144 aView->Convert(PXT,PYT,IXP,IYP);
145 // Coordinated 3d in the plane of projection of the source.
146 aView->Convert(IXP,IYP,XT,YT,ZT);
147 aView->Convert(PXT,PYT+Rayon,IXP,IYP);
148 aView->Convert(IXP,IYP,X,Y,Z);
149 X = X+Xi-XT; Y = Y+Yi-YT; Z = Z+Zi-ZT;
150 Dist = Sqrt( Square(X-Xi) + Square(Y-Yi) + Square(Z-Zi) );
157 V3d::CircleInPlane(gsymbol,Xi,Yi,Zi,VX,VY,VZ,Rayon/40.);
158 for( j=1 ; j<=3 ; j++ ) {
159 Beta = j * M_PI / 4.;
163 MatRot(0,0) = A * A + (1. - A * A) * CosBeta;
164 MatRot(0,1) = -C * SinBeta + Coef * A * B;
165 MatRot(0,2) = B * SinBeta + Coef * A * C;
166 MatRot(1,0) = C * SinBeta + Coef * A * B;
167 MatRot(1,1) = B * B + (1. - B * B) * CosBeta;
168 MatRot(1,2) = -A * SinBeta + Coef * B * C;
169 MatRot(2,0) = -B * SinBeta + Coef * A * C;
170 MatRot(2,1) = A * SinBeta + Coef * B * C;
171 MatRot(2,2) = C * C + (1. - C * C) * CosBeta;
172 Xf = Xi * MatRot(0,0) + Yi * MatRot(0,1) + Zi * MatRot(0,2);
173 Yf = Xi * MatRot(1,0) + Yi * MatRot(1,1) + Zi * MatRot(1,2);
174 Zf = Xi * MatRot(2,0) + Yi * MatRot(2,1) + Zi * MatRot(2,2);
175 // Rotation of the normal
176 X1 = VX * MatRot(0,0) + VY * MatRot(0,1) + VZ * MatRot(0,2);
177 Y1 = VX * MatRot(1,0) + VY * MatRot(1,1) + VZ * MatRot(1,2);
178 Z1 = VX * MatRot(2,0) + VY * MatRot(2,1) + VZ * MatRot(2,2);
179 VX = X1 + Xi - Xf ; VY = Y1 + Yi - Yf ; VZ = Z1 + Zi - Zf;
180 V3d::CircleInPlane(gsymbol,Xi,Yi,Zi,VX,VY,VZ,Rayon/40.);
183 // The arrow is drawn
184 Rayon = this->Radius();
185 this->Direction(DX,DY,DZ);
186 X = Xi + DX*Rayon/10.; Y = Yi + DY*Rayon/10.; Z = Zi + DZ*Rayon/10.;
188 Handle(Graphic3d_ArrayOfSegments) aPrims = new Graphic3d_ArrayOfSegments(2);
189 aPrims->AddVertex(Standard_ShortReal(Xi),Standard_ShortReal(Yi),Standard_ShortReal(Zi));
190 aPrims->AddVertex(Standard_ShortReal(X),Standard_ShortReal(Y),Standard_ShortReal(Z));
191 gsymbol->AddPrimitiveArray(aPrims);
193 V3d::ArrowOfRadius(gsymbol, X, Y, Z, DX, DY, DZ, M_PI / 15., Rayon / 20.);
196 void V3d_DirectionalLight::Display( const Handle(V3d_View)& aView,
197 const V3d_TypeOfRepresentation TPres) {
199 Standard_Real X,Y,Z,Rayon;
200 Standard_Real X0,Y0,Z0,VX,VY,VZ;
201 Standard_Real X1,Y1,Z1;
202 Standard_Real DXRef,DYRef,DZRef,DXini,DYini,DZini;
203 Standard_Real R1,G1,B1;
204 V3d_TypeOfRepresentation Pres;
205 V3d_TypeOfUpdate UpdSov;
207 // Creation of a structure of markable elements (position of the
208 // light, and the domain of lighting represented by a circle)
209 // Creation of a structure of non-markable elements (target, meridian and
213 Handle(V3d_Viewer) TheViewer = aView->Viewer();
214 UpdSov = TheViewer->UpdateMode();
215 TheViewer->SetUpdateMode(V3d_WAIT);
216 if (!MyGraphicStructure.IsNull()) {
217 MyGraphicStructure->Disconnect(MyGraphicStructure1);
218 MyGraphicStructure->Clear();
219 MyGraphicStructure1->Clear();
220 if (Pres == V3d_SAMELAST) Pres = MyTypeOfRepresentation;
223 if (Pres == V3d_SAMELAST) Pres = V3d_SIMPLE;
224 Handle(Graphic3d_Structure) slight = new Graphic3d_Structure(TheViewer->Viewer());
225 MyGraphicStructure = slight;
226 Handle(Graphic3d_Structure) snopick = new Graphic3d_Structure(TheViewer->Viewer());
227 MyGraphicStructure1 = snopick;
230 Handle(Graphic3d_Group) glight = MyGraphicStructure->NewGroup();
231 Handle(Graphic3d_Group) gsphere;
232 if (Pres == V3d_COMPLETE
233 || Pres == V3d_PARTIAL)
235 gsphere = MyGraphicStructure->NewGroup();
238 Handle(Graphic3d_Group) gnopick = MyGraphicStructure1->NewGroup();
239 MyGraphicStructure1->SetPick(Standard_False);
245 //Display of the position of the light.
247 this->Color(Quantity_TOC_RGB,R1,G1,B1);
248 Quantity_Color Col1(R1,G1,B1,Quantity_TOC_RGB);
249 Handle(Graphic3d_AspectLine3d) Asp1 = new Graphic3d_AspectLine3d();
250 Asp1->SetColor(Col1);
251 glight->SetPrimitivesAspect(Asp1);
252 this->Symbol(glight,aView);
254 // Display of the markable sphere (limit at the circle).
256 if (Pres == V3d_COMPLETE || Pres == V3d_PARTIAL) {
258 Rayon = this->Radius();
259 aView->Proj(VX,VY,VZ);
260 V3d::CircleInPlane(gsphere,X0,Y0,Z0,VX,VY,VZ,Rayon);
262 //Display of the meridian
264 Quantity_Color Col2(Quantity_NOC_GREEN);
265 Handle(Graphic3d_AspectLine3d) Asp2 = new Graphic3d_AspectLine3d
266 (Col2,Aspect_TOL_SOLID,1.);
267 gnopick->SetPrimitivesAspect(Asp2);
269 // Definition of the axis of circle
270 aView->Up(DXRef,DYRef,DZRef);
271 this->DisplayPosition(X,Y,Z);
272 DXini = X-X0; DYini = Y-Y0; DZini = Z-Z0;
273 VX = DYRef*DZini - DZRef*DYini;
274 VY = DZRef*DXini - DXRef*DZini;
275 VZ = DXRef*DYini - DYRef*DXini;
277 V3d::CircleInPlane(gnopick,X0,Y0,Z0,VX,VY,VZ,Rayon);
279 // Display of the parallel
281 // Definition of the axis of circle
282 aView->Proj(VX,VY,VZ);
284 DXRef = VY * Z1 - VZ * Y1;
285 DYRef = VZ * X1 - VX * Z1;
286 DZRef = VX * Y1 - VY * X1;
287 this->DisplayPosition(X,Y,Z);
288 DXini = X-X0; DYini = Y-Y0; DZini = Z-Z0;
289 VX = DYRef*DZini - DZRef*DYini;
290 VY = DZRef*DXini - DXRef*DZini;
291 VZ = DXRef*DYini - DYRef*DXini;
293 V3d::CircleInPlane(gnopick,X0,Y0,Z0,VX,VY,VZ,Rayon);
297 MyGraphicStructure->Connect(MyGraphicStructure1,Graphic3d_TOC_DESCENDANT);
298 // cout << "MyGraphicStructure exploration \n" << flush; MyGraphicStructure->Exploration();
299 MyTypeOfRepresentation = Pres;
300 MyGraphicStructure->Display();
301 TheViewer->SetUpdateMode(UpdSov);
304 void V3d_DirectionalLight::Direction(Standard_Real& Vx, Standard_Real& Vy, Standard_Real& Vz)const {
309 MyLight->Values(C,V) ;